Gaming machine

ABSTRACT

There is provided a gaming machine that can enhance the enjoyment of game playing from an expectation for a predetermined winning combination being won. The gaming machine includes a sub-control circuit that controls an effect on a liquid crystal panel. On the condition that a symbol composition corresponding to “BELL-REPLAY-REPLAY” is displayed on an activated line, and that the internal-lottery table is switched, the sub-control circuit switches effect information, which is used for presenting an effect in the liquid crystal panel, from information regarding an effect display of an ordinary screen to information regarding an effect display where a hero character dominates an enemy character. Further, an internal-lottery table, which is used in case a corresponding flag is “OFF”, includes information of a first numerical range, which corresponds to “BB”, and information of a second numerical range, which corresponds to “BELL REPLAY” and contains the whole or a part of the first numerical range.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is based upon and claims the benefit of priority from the prior Japanese Patent Applications No. 2005-346364, filed on Nov. 30, 2005; the entire contents of which are incorporated herein by reference.

FIELD OF THE INVENTION

The present invention relates to a gaming machine.

BACKGROUND OF THE INVENTION

As an example, a slot machine with a stop button (a so-called pachi-slot machine) includes a variably-displaying device, which includes a plurality of mechanical rotating reels that display multiple symbols, the mechanical rotating reels being arranged in a front display window. Alternately, the slot machine may include an electrical variably-displaying device, which displays reel symbols on a screen. In response to a start operation by a player, a control means drives the variably-displaying device to rotate the respective reels, thereby variably displaying the symbols. It then stops the rotations of the reels sequentially, either automatically after a specific time period or in response to stopping operations by the player. At this point, if the symbols of the respective reels displayed in the display window result in a specific winning combination (winning symbols), game media (such as coins, medals or the like) are paid out to reward the player.

The majority of current models have multiple kinds of winning modes. In particular, making a predetermined winning combination does not end with one-time coin payout, but leads to a gaming status of a better condition than an ordinary status for a predetermined period. Such winning combinations include a winning combination, which awards the player with a predetermined number of games of relatively large winning (“big bonus”, hereinafter abbreviated as “BB”), and a winning combination, which awards the player with a predetermined number of games of relatively small winning (“regular bonus”, hereinafter abbreviated as “RB”).

Moreover, in the current mainstream models, a predetermined composition of symbols is arranged along an activated pay line (hereinafter, “activated line”). In order to achieve a winning, for which the coins, medals or the like are paid out, it is first required for an internal lottery process (hereinafter, “internal lottery”) to result in drawing a winning combination (hereinafter, “internal winning”). Further, it is also required for the player to perform stopping operations at appropriate timings, which would allow the symbols in the composition of the internal winning combination to be stopped along the activated line. In other words, even in case of an internal winning, the player cannot achieve a winning without well-timed stopping operations. That is, the current mainstream models of the gaming machine require a skillful technique for the timings of stopping operations. Thus, the current mainstream models demand a player to have the technique named “observation push.”

In accordance with the above descriptions, one gaming machine has been proposed one (See Japanese Patent Laid-open No. 2004-113292). The control device 20 of the gaming machine includes a winning-combination-lottery means 110 for performing a lottery to determine whether a winning combination is won or missed, a stop-control means 180 for performing stop-control on the rotating reels based on the result of the lottery of the winning-combination-lottery means 110, and a winning-determination means 200 for determining whether a winning is achieved or not based on the stop-positions of the symbols when the rotations of all the rotating reels 40 are stopped. Further, the winning-combination-lottery means 110 is formed in such a manner that a plurality of winning combinations can be won by a single game. In this gaming machine, a plurality of winning combinations can be won by a single game, and as a result, there can be many variations in the winning combination. This keeps the game more entertaining, and the player more interested.

However, since the gaming machine is no more than providing a plurality of winning combinations for a single game, playing games with said machine will not be sufficiently interesting.

SUMMARY OF THE INVENTION

It is, therefore, an object of the present invention to provide a gaming machine that can enhance the enjoyment of the game, which comes from the expectation that a predetermined winning combination is has been drawn.

Considering the aforementioned drawbacks, the present invention includes:

an effect-information-switching means for switching effect information, which is used for an effect means to present the effect, from first effect information to second effect information, which is separate from the first effect information, in case a winning-combination-determination-information-switching means switches winning-combination-determination information from first winning-combination-determination information to second winning-combination-determination information, on the condition that a winning-combination-determination means determines a second winning combination as a winning combination, and that a symbol composition corresponding to the second winning combination is displayed by a symbol-display means,

wherein the first winning-combination-determination information contains:

information of a first numerical range, which corresponds to the first winning combination; and

information of a second numerical range, which corresponds to the second winning combination and contains the whole or a part of the first numerical range.

In particular, the present invention provides the following.

(1) A gaming machine comprising:

a symbol-display means (e.g., reels 3L, 3C and 3R that will be described later, symbol displaying area 21L, 21C and 21R that will be described later, or the like) for displaying symbols in a plurality of columns (e.g., 3 columns);

a start-operation-detection means (e.g., a start switch 6S that will be described later, a main-control circuit 71 that will be described later, or the like) for detecting a start operation by a player (e.g., a start operation, a start operation on a start lever 6 that will be described later) for a unit game (e.g., a single game that will be described later);

a winning-combination-determination means (e.g., a means for performing an internal lottery process that will be described later, a main-control circuit 71 that will be described later, or the like) for, based on winning-combination-determination information (e.g., an internal-lottery table that will be described later, or the like) including information (e.g., a lower boundary value “0” corresponding to a win number “1”, an upper boundary value “1023” corresponding to the win number “1”, or the like) of numerical ranges (e.g., numerical ranges represented by lower boundary values and upper boundary values that will be described later, or the like) that correspond to a plurality of prescribed winning combinations (e.g., “BB1” that will be described later, “BB2” that will be described later, “REPLAY” that will be described later, “BELL REPLAY” that will be described later, “CHERRY” that will be described later, “BELL” that will be described later, “WATERMELON” that will be described later, “RED 7 SMALL WIN” that will be described later, “BLUE 7 SMALL WIN” that will be described later, or the like) respectively, determining a winning combination, which corresponds to a numerical range that includes a random number sampled by a random number sampling (e.g., a random number sampled in the process of step S5 of FIG. 20 that will be described later, or the like), as a winning combination (e.g., a winning combination that will be described later, an internal winning combination that will be described later, an internal carryover combination that will be described later, or the like), on the condition that the start-operation-detection means detects the start operation;

a symbol-variation means (e.g., stepping motors 49L, 49C and 49R that will be described later, a main-control circuit 71 that will be described later, or the like) for varying (e.g., variably displaying) the symbols displayed in the plurality of columns by the symbol-display means, on the condition that the start-operation-detection means detects the start operation;

a stop-operation-detection means (e.g., stop switches 7LS, 7CS and 7RS that will be described later, or the like) for detecting a stop operation (e.g., operations on stop buttons 7L, 7C and 7R that will be described later, or the like) by the player;

a stop-control means (e.g., a means for performing processes of steps S16 to S19 of FIG. 21 that will be described later, a main-control circuit 71 that will be described later, or the like) for performing stop-control on the variation of the symbols by the symbol-variation means, based on the detection of the stop operation by the stop-operation-detection means as well as the winning combination determined by the winning-combination-determination means;

a winning awarding means (e.g., a main-control circuit 71 that will be described later, a means for performing a process of step S22 of FIG. 21 and a process of step S114 of FIG. 28, or the like) for awarding a predetermined winning (e.g., medal payout that will be described later, switching to an advantageous gaming status, or the like) to the player, on the condition that the winning-combination-determination means determines a first winning combination (e.g., “BB1” that will be described later, “BB2” that will be described later, or the like) as the winning combination, and that a symbol composition (e.g., “RED 7-RED 7-RED 7” that will be described later, “BLUE 7-BLUE 7-BLUE 7” that will be described later, or the like) corresponding to the first winning combination is displayed by the symbol-display means;

a winning-combination-determination-information-switching means (e.g., a CPU 31 that will be described later, a main-control circuit 71 that will be described later, or the like) for switching the winning-combination-determination information from first winning-combination-determination information (e.g., an internal-lottery table for the ordinary gaming status with the RT operation flag being “OFF” that will be described later, or the like) to second winning-combination-determination information (e.g., an internal-lottery table for the ordinary gaming status with the RT operation flag being “ON” that will be described later, or the like), which is separate from the first winning-combination-determination information, on the condition that the winning-combination-determination means determines a second winning combination (e.g., “BELL REPLAY” that will be described later, or the like) as the winning combination, and that a symbol composition (e.g., “BELL-REPLAY-REPLAY” that will be described later, or the like) corresponding to the second winning combination is displayed by the symbol-display means;

an effect means (e.g., a liquid crystal panel 134 that will be described later, or the like) for presenting an effect;

an effect-information-switching means (e.g., a means for performing a process of step S164 of FIG. 33, and further, performing an image display as shown in FIG. 7, on the condition that an RT operation flag becomes “ON” in step S145 of FIG. 31, that an RT-start command is transmitted from a CPU 31 to a sub-control circuit 72 in step S146, and that an image-control microcomputer 81 receives an RT-start command in step S161 of FIG. 33, which will be described later; a sub-control circuit 72 that will be described later; or the like) for switching effect information, which is used for the effect means to present the effect, from first effect information to second effect information, which is separate from the first effect information, on the condition that the winning-combination-determination-information-switching means switches the winning-combination-determination information from the first winning-combination-determination information to the second winning-combination-determination information; and

an effect-control means (e.g., a sub-control circuit 72 that will be described later, or the like) for controlling the effect means based on the effect information, which is switched by the effect-information-switching means,

wherein the first winning-combination-determination information includes:

information of a first numerical range (e.g., a numerical range represented by a lower boundary value “1295” and an upper boundary value “1390” that correspond to a win number “8”, a numerical range represented by a lower boundary value “1391” and an upper boundary value “1486” that correspond to a win number “9”, or the like), which corresponds to the first winning combination (e.g., “BB1” that will be described later, “BB2” that will be described later, or the like); and

information of a second numerical range (e.g., a numerical range represented by a lower boundary value “1152” and an upper boundary value “1343” that correspond to a win number “7”, or the like), which corresponds to the second winning combination (e.g., “BELL REPLAY” that will be described later, or the like) and contains the whole or a part of the first numerical range.

In accordance with the gaming machine described in the item (1), the winning-combination-determination means determines a winning combination, which corresponds to a numerical range including a random number sampled by a random number drawing, as a winning combination based on winning-combination-determination information. In the winning-combination-determination information, first winning-combination-determination information contains information of a first numerical range corresponding to a first winning combination, as well as information of a second numerical range corresponding to a second winning combination and including the whole or a part of the first numerical range. In this way, from the viewpoint of the player, when a symbol composition corresponding to the second winning combination is displayed by the symbol-display means, the expectation for the first winning combination being a winning combination can be increased, which can enhance the enjoyment of the game.

Moreover, in accordance with the gaming machine described in the item (1), the winning-combination-determination-information-switching means switches winning-combination-determination information from first winning-combination-determination information to second winning-combination-determination information, which is separate from the first winning-combination-determination information, on the condition that a second winning combination is determined as a winning combination, and that a symbol composition corresponding to the second winning combination is displayed by the symbol-display means. The effect-information-switching means switches effect information, which is used for the effect means to present the effect, from first effect information to second effect information, which is separate from the first effect information, on the condition that the winning-combination-determination-information-switching means switches the winning-combination-determination information from the first winning-combination-determination information to the second winning-combination-determination information. In this way, when the winning-combination-determination information remains switched to second winning-combination-determination information by the winning-combination-determination-information-switching means, an effect based on the second effect information can be continuously performed, even in case a multiplicity of unit games are being repeated. Therefore, from the viewpoint of the player, even in case a multiplicity of unit games are repeated, the expectation for the first winning combination being a winning combination can be continuously increased, and therefore, the enjoyment of the game can be enhanced.

(2) The gaming machine described in the item (1), further comprising:

a number-of-games-counting means (e.g., a main-control circuit 71 that will be described later, a means for performing a process of step S126 of FIG. 30 that will be described later, or the like) for counting the number of unit games, on the condition that the winning-combination-determination-information-switching means switches the winning-combination-determination information from the first winning-combination-determination information to the second winning-combination-determination information,

wherein the winning-combination-determination-information-switching means switches (e.g., performs a process of step S130 that will be described later) the winning-combination-determination information from the second winning-combination-determination information to the first winning-combination-determination information, on the condition that the counted value of the number-of-games-counting means is a predetermined counted value (e.g., on the condition that it determines “YES” in step S127 of FIG. 30 that will be described later), and

wherein the effect-information-switching means switches the effect information from the second effect information to the first effect information, on the condition that the winning-combination-determination-information-switching means switches the winning-combination-determination information from the second winning-combination-determination information to the first winning-combination-determination information (e.g., wherein it performs a process of step S164 of FIG. 33 to perform a display of an ordinary screen, on the condition that the RT operation flag is updated to be “OFF” in step S130 of FIG. 30, that an RT-completion command is transmitted from a CPU 31 to a sub-control circuit 72, and that an image-control microcomputer 81 receives an RT-completion command in step S161 of FIG. 33, which will be described later).

In accordance with the gaming machine described in the item (2), when the winning-combination-determination information is switched from first winning-combination-determination information to second winning-combination-determination information by the winning-combination-determination-information-switching means, the winning-combination-determination means determines a winning combination based on the second winning-combination-determination information, until the counted value of the number-of-games-counting means becomes a predetermined counted value. Therefore, from the viewpoint of the player, even in case a multiplicity of unit games are repeated, the expectation for the first winning combination being a winning combination can be continuously increased until the counted value of the number-of-games-counting means becomes the predetermined counted value, and therefore, the enjoyment of the game can be enhanced.

(3) The gaming machine described in the item (2), further comprising:

a carryover means (e.g., a means for performing processes of steps S64 and S65 of FIG. 25 that will be described later, a means for performing steps S69 and S70 of FIG. 25 that will be described later, a main-control circuit 71 that will be described later, or the like) for, on the condition that the winning-combination-determination means determines the first winning combination as the winning combination, carrying over the first winning combination (e.g., “BB1” that will be described later, “BB2” that will be described later, or the like) as the winning combination until the symbol composition corresponding to the first winning combination is displayed by the symbol-display means, wherein the winning-combination-determination-information-switching means switches the winning-combination-determination information from the second winning-combination-determination information to the first winning-combination-determination information, on the condition that the counted value of the number-of-games-counting means is the predetermined counted value, and that the carryover means does not carry over the first winning combination as the winning combination (e.g., on the condition that step S127 of FIG. 30 determines “YES”, and that step S128 determines “YES”).

In accordance with the gaming machine described in the item (3), when the first winning combination is not carried over by the carryover means, and when the counted value of the number-of-games-counting means is a predetermined counted value, the winning-combination-determination information is switched to the first winning-combination-determination information by the winning-combination-determination-information-switching means, and the effect information is switched to the first effect information by the effect-information-switching means. In contrast, even when the counted value of the number-of-games-counting means reaches the predetermined counted value, if the first winning combination is being carried over by the carryover means, the winning-combination-determination information is not switched to the first winning-combination-determination information by the winning-combination-determination-information-switching means, and further, the effect information is not switched to the first effect information by the effect-information-switching means. In this way, even when the counted value of the number-of-games-counting means reaches the predetermined counted value, if a predetermined winning combination is being carried over by the carryover means, the effect-control means controls the effect means based on the second effect information. Therefore, from the viewpoint of the player, even after the counted value of the number-of-games-counting means has reached the predetermined counted value, if the effect based on the second effect information is presented by the effect means, an expectation for the first winning combination being carried over by the carryover means can be further increased, which can enhance the enjoyment of the game.

(4) The gaming machine of any one of the items (1) to (3), further comprising:

a gaming-value-information-storage means (e.g., a means for performing an update of BET number that will be described later, a main-control circuit 71 that will be described later, or the like) for storing gaming-value (e.g., medals or the like) information (e.g., BET number that will be described later, or the like); and

an automatic-storage means (e.g., a means for performing a process of step S112 of FIG. 28 that will be described later, or the like) for storing specific gaming-value information (e.g., insertion number inserted for the current game, which will be described later, or the like) in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines a third winning combination (e.g., “REPLAY” that will be described later, or the like) as the winning combination, and that a symbol composition (e.g., “REPLAY-REPLAY-REPLAY” that will be described later, or the like) corresponding to the third winning combination is displayed by the symbol-display means,

wherein the symbol-display means displays the symbols in the plurality of columns, on the condition that the start-operation-detection means detects the start operation, and that the gaming-value information is stored in the gaming-value-information-storage means,

wherein the first winning-combination-determination information includes information of a third numerical range (e.g., a numerical range represented by a lower boundary value “6049” and an upper boundary value “15028” that correspond to a win number “6”, or the like), which corresponds to the third winning combination (e.g., “REPLAY” that will be described later, or the like), and

wherein the second winning-combination-determination information includes information of a fourth numerical range (e.g., a numerical range represented by a lower boundary value “6049” and an upper boundary value “65535” that correspond to a win number “6”, or the like), which corresponds to the third winning combination (e.g., “REPLAY” that will be described later, or the like) and is configured to have a numerical range bigger than the third numerical range.

In accordance with the gaming machine described in the item (4), the winning-combination-determination-information-switching means switches the winning-combination-determination information from the first winning-combination-determination information to the second winning-combination-determination information, on the condition that the winning-combination-determination means determines the second winning combination as a winning combination, and that the symbol composition corresponding to the second winning combination is displayed by the symbol-display means. The first winning-combination-determination information contains information of the third numerical range corresponding to the third winning combination. The second winning-combination-determination information contains information of the fourth numerical range, which corresponds to the third winning combination and is configured to have a numerical range bigger than the third numerical range. Moreover, the automatic-storage means stores specific gaming-value information in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines the third winning combination as a winning combination, and that the symbol composition corresponding to the third winning combination is displayed by the symbol-display means. In this way, if a symbol composition corresponding to the second winning combination is displayed by the symbol-display means, a winning of storing specific gaming-value information in the gaming-value-information-storage means can be obtained with a high probability, and accordingly, the player can recognize that the first winning combination is a winning combination, with securing the above winning. From the viewpoint of the player, even though it has required a considerable amount of time to predict that the first winning combination is a winning combination, the decrease in the amount of the gaming value can be prevented. Therefore, even though the player is a beginner who is not experienced in predicting the first winning combination being a winning combination based on the stop pattern or the like, the player can be at ease in enjoying the game.

(5) The gaming machine described in the item (4), wherein the automatic-storage means stores (e.g., performs a process of step S112 of FIG. 28 that will be described later) information (e.g., insertion number inserted for the current game, which will be described later, or the like) of a predetermined gaming value in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines the second winning combination (e.g., “BELL REPLAY” that will be described later, or the like) as the winning combination, and that the symbol composition (e.g., “BELL-REPLAY-REPLAY” that will be described later, or the like) corresponding to the second winning combination is displayed by the symbol-display means.

In accordance with the gaming machine described in the item (5), when the winning-combination-determination means determines the second winning combination as a winning combination, and when the symbol composition corresponding to the second winning combination is displayed by the symbol-display means, a predetermined gaming-value information is stored in the gaming-value-information-storage means. In this way, even in a unit game after the symbol composition corresponding to the second winning combination is displayed by the symbol-display means, the winning of storing the information of the predetermined gaming value in the gaming-value-information-storage means can be secured. Therefore, from the viewpoint of the player, the player can try to display the symbol composition corresponding to the first winning combination on the symbol-display means, with suppressing the decrease of the amount of the gaming value.

(6) The gaming machine described in the item (4) or (5), further comprising:

a time-measurement means (e.g., an automatic stop timer that will be described later, a main-control circuit 71 that will be described later, or the like) for measuring time elapsed from the detection of the start operation, on the condition that the start-operation-detection means detects the start operation,

wherein the stop-control means includes:

in case the winning-combination-determination means determines the third winning combination (e.g., “REPLAY” that will be described later, or the like) and the first winning combination (e.g., “BB1” that will be described later, “BB2” that will be described later, or the like) as the winning combination (e.g., in case “REPLAY” and “BB1” are determined as the winning combination while performing any one of the processes of step S66 or step S72 of FIG. 25),

a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a first stop-control for stopping symbols consisting the symbol composition (e.g., “REPLAY-REPLAY-REPLAY” or the like) corresponding to the third winning combination in symbol-stop positions prescribed for the respective columns of the symbol-display means;

a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a second stop-control for stopping symbols consisting the symbol composition (e.g., “RED 7-RED 7-RED 7” that will be described later, “BLUE 7-BLUE 7-BLUE 7” that will be described later, or the like) corresponding to the first winning combination (e.g., “BB1” that will be described later, “BB2” that will be described later, or the like) in the symbol stop-positions, on the condition that it is impossible to choose the first stop-control and to stop the symbols consisting the symbol composition corresponding to the third winning combination in the symbol stop-positions (e.g., on the condition that, when the first rank is referred to in referring to the drawing-rank table in step S17 of FIG. 21 that will be described later, it is impossible to stop the symbols consisting of the symbol composition “REPLAY-REPLAY-REPLAY” corresponding to “REPLAY” in the symbol stop-positions, or the like);

a means for stopping the variable display of the symbols performed by the symbol-variation means (e.g., a means for stopping the variable display of the symbols based on a stop table for non-win, if the value of an automatic stop timer is 0, in the process of determining the number of sliding symbols of step S17 of FIG. 21) in accordance with a third stop-control for stopping symbols consisting a symbol composition, which is separate from the symbol compositions corresponding to the winning combination determined by the winning-combination-determination means, in the symbol stop-positions, on the condition that the stop-operation-detection means has not detected the stop operation when the time-measurement means measures a predetermined amount of time,

wherein the gaming machine further comprises:

a gaming-value-counting means (e.g., a means for performing step S4 of FIG. 20 that will be described later, a predetermined memory area in a RAM 33 (a gaming-value-information-storage means) that will be described later, an insertion-number counter that will be described later, a main-control circuit 71 that will be described later, or the like) for counting the quantity of the gaming value stored in the gaming-value-information-storage means; and

a numerical-range-information-switching means (e.g., a means for performing step S55 of FIG. 24 that will be described later, a means for performing step S58 of FIG. 24 that will be described later, or the like) for switching information of a numerical range, which is included in the second winning-combination-determination information and corresponds to the third winning combination, based on the counted value of the gaming-value-counting means,

wherein the second winning-combination-determination information includes information of a fifth numerical range (e.g., a numerical range represented by a lower boundary value “2027” and an upper boundary value “11006” corresponding to a win number “6” in case the insertion number is 1, or the like), which corresponds to the third winning combination and is configured to have a numerical range smaller than the fourth numerical range,

wherein the numerical-range-information-switching means includes:

a means for switching information of the numerical range corresponding to the third winning combination to be information of the fourth numerical range (e.g., a numerical range represented by a lower boundary value “6049” and an upper boundary value “65536” corresponding to a win number “6” in case the insertion number is 3), on the condition that the counted value of the gaming-value-counting means is a first counted value (e.g., the insertion number is 3); and

a means for switching information of the numerical range corresponding to the third winning combination to be information of the fifth numerical range (e.g., a numerical range represented by a lower boundary value “2027” and an upper boundary value “11006” corresponding to a win number “6” in case the insertion number is 1), on the condition that the counted value of the gaming-value-counting means is a second counted value (e.g., the insertion number is 1).

In accordance with the gaming machine described in the item (6), in case the winning-combination-determination means determines the third winning combination and the first winning combination as the winning combination, the stop-control means stops the variable display of the symbols performed by the symbol-variation means in accordance with the first stop-control for stopping symbols consisting of the symbol composition corresponding to the third winning combination in the symbol-stop positions prescribed for the respective columns of the symbol-display means. Further, on the condition that it is impossible to choose the first stop-control and to stop the symbols consisting the symbol composition corresponding to the third winning combination in the symbol stop-positions, it stops the variable display of the symbols performed by the symbol-variation means in accordance with the second stop-control for stopping symbols consisting of the symbol composition corresponding to the first winning combination in the symbol stop-positions. Furthermore, as described in the above (4), on the condition that the winning-combination-determination means determines the second winning combination as a winning combination, and that the symbol composition corresponding to the second winning combination is displayed by the symbol-display means, the winning-combination-determination-information-switching means switches the winning-combination-determination information from the first winning-combination-determination information to the second winning-combination-determination information. The first winning-combination-determination information contains information of the third numerical range corresponding to the third winning combination. The second winning-combination-determination information contains information of the fourth numerical range, which corresponds to the third winning combination and is configured to have a numerical range bigger than the third numerical range. As a result, even though the symbol composition corresponding to the second winning combination is displayed by the symbol-display means and the expectation for the first winning combination being a winning combination can be increased, it will result in a high probability of the third winning combination being a winning combination also. For this reason, the player cannot make the symbol composition corresponding to the first winning combination to be displayed in the symbol-display means, and accordingly, cannot be awarded with a predetermined winning from the winning awarding means. Therefore, the stop-control means moreover stops the variable display of the symbols performed by the symbol-variation means in accordance with the third stop-control for stopping symbols consisting a symbol composition, which is separate from the symbol compositions corresponding to the winning combination determined by the winning-combination-determination means, in the symbol stop-positions, on the condition that the stop-operation-detection means has not detected the stop operation until the time-measurement means measures a predetermined amount of time. Further, the numerical-range-information-switching means switches information of the numerical range corresponding to the third winning combination to be information of the fourth numerical range, on the condition that the counted value of the gaming-value-counting means is the first counted value. In contrast, it switches information of the numerical range corresponding to the third winning combination to be information of the fifth numerical range, on the condition that the counted value of the gaming-value-counting means is the second counted value. The fifth numerical range is configured to have a numerical range smaller than the fourth numerical range. Due to the above, even if the third winning combination is a winning combination, through measuring a predetermined time in the time-measurement means, a symbol composition, which is separate from the symbol composition corresponding to the third winning combination, can be displayed in the symbol-display means. In addition, the information of the numerical range corresponding to the third winning combination can be switched to the information of the numerical range corresponding to the fifth numerical range by making the counted value of the gaming-value-counting means to become the second counted value. In this case, compared with the case where it is switched to the information of the fourth numerical range, the probability in that the third winning combination is determined as a winning combination is relatively low. Therefore, there can be provided an attractive gaming machine, which can display the symbol composition corresponding to the first winning combination in the symbol-display means when the symbol composition corresponding to the second winning combination is displayed by the symbol-display means, through letting the time-measurement means to measure a predetermined time and satisfying a condition in that the counted value of the gaming-value-counting means is the second counted value. From the viewpoint of the player, when the symbol composition corresponding to the second winning combination is displayed by the symbol-display means, which increases the expectation for the first winning combination being a winning combination, the player can enjoy an exciting game. In the game, the player lets the time-measurement means to measure a predetermined time and makes the counted value of the gaming-value-counting means to be the second counted value, which enhances the enjoyment of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

The above and other objects and features in accordance with the present invention will become apparent from the following descriptions of preferred embodiments given in conjunction with the accompanying drawings, in which:

FIG. 1 is a perspective view showing an appearance of a gaming machine;

FIG. 2 shows a panel display, a liquid crystal display and a fixed display of a liquid crystal display device;

FIG. 3 is a perspective view showing a schematic configuration of a liquid crystal display device;

FIG. 4 shows an example of symbols arranged on reels;

FIG. 5 is a block diagram showing a configuration of an electric circuit;

FIG. 6 is a block diagram showing a configuration of a sub-control circuit in accordance with an embodiment;

FIG. 7 shows a display example of a display screen;

FIG. 8 shows display examples of a display screen;

FIG. 9 shows a symbol-arrangement table;

FIG. 10 shows a symbol-composition table;

FIG. 11 shows an internal-lottery-table-determination table;

FIG. 12 shows internal-lottery tables;

FIG. 13 shows an internal-winning-combination-determination table;

FIG. 14 shows a reel-stop preliminary-determination table;

FIG. 15 shows a stop table;

FIG. 16 shows a stop table;

FIG. 17 shows a drawing-rank table;

FIG. 18 shows a bonus-operation-time table;

FIG. 19 shows a variety of storage areas;

FIG. 20 is a main flowchart of a main-control circuit;

FIG. 21 is a continued flowchart for FIG. 20;

FIG. 22 is a flowchart showing a bonus-operation-monitoring process;

FIG. 23 is a flowchart showing a gaming-status-monitoring process;

FIG. 24 is a flowchart showing an internal lottery process;

FIG. 25 is a continued flowchart for FIG. 24;

FIG. 26 is a flowchart showing a reel-stop preliminary-setup process;

FIG. 27 is a flowchart showing a bonus-completion-check process;

FIG. 28 is a flowchart showing a bonus-operation-check process;

FIG. 29 is a flowchart showing an RT-completion process;

FIG. 30 is a continued flowchart for FIG. 29;

FIG. 31 is a flowchart showing an RT-operation process;

FIG. 32 is a flowchart showing a reset-interrupt process for gSub; and

FIG. 33 is a flowchart showing a command-input process of a sub-control circuit.

DETAILED DESCRIPTION OF THE PRESENT INVENTION

FIG. 1 is a perspective view of an appearance of a gaming machine 1 in accordance with an embodiment of the present invention. The gaming machine 1 is generally referred to as a pachi-slot machine. The gaming machine 1 may provide a game with using coins, medals, gaming balls, or another game media such as a card storing gaming-value information, such as a token, that has been rewarded or is to be rewarded to a player. Hereinafter, it is assumed that the medals are preferably used for playing the game.

At a front of a front door 2, a panel display 2 a, a liquid crystal display 2 b and a fixed display 2 c are formed to be a substantially vertical plane. Further, at a rear of the front door 2, three reels 3L, 3C and 3R are placed in a horizontal line to be rotatable, and plural types of symbols are shown on the circumferential surfaces of the respective reels. Each of the reels 3L, 3C and 3R rotates at a constant speed (e.g., 80 rpm).

A base portion 4 is formed to be a substantially horizontal plane, below the panel display 2 a, the liquid crystal display 2 b and the fixed display 2 c. A medal insertion slot 10 for inserting medals is installed to the right of the base portion 4. The inserted medals are credited or bet for a game. Further, to the left of the base portion 4 are installed a 1-BET switch 11, a 2-BET switch 12 and a MAX-BET switch 13, which bet the credited medals in response to a press-down operation.

One medal is bet from the credited medals by one operation on the 1-BET switch 11. Two medals are bet from the credited medals by one operation on the 2-BET switch 12. Medals of the maximum number allowed for one game are bet by operating the MAX-BET switch 13.

By operating the BET switches 11 to 13, display lines, which will be described later, are activated. Hereinafter, the operations on the BET switches 11-13 and the operation of inserting a medal into the medal insertion slot 10 (i.e., the operation of inserting the medal for playing the game) will be referred to as “BET operations.” Further, an operation unit 17 is placed to an upper direction of the BET switches 11 to 13. The operation unit 17 is operated to display information, such as a gaming history or the like, on a liquid crystal display device 131 shown in FIG. 3, which will be described later.

At the left side of the front face of the base portion 4, a C/P switch 14 for switching, in response to a press-button operation, credit/payout of the medals obtained by the player through the game is installed. Based on the switching of the C/P switch 14, the medals are paid out from the medal payout slot 15 placed at a lower portion of the front face, and the paid-out medals are stored in a medal tray 5. Speakers 9L and 9R for outputting sound effects regarding a gaming effect are installed to the upper left and right sides of the medal tray 5.

A start lever 6 is used to rotate the reels in response to an operation of the player, to thereby start variably displaying the symbols in the symbol display areas 21L, 21C and 21R. The start lever 6 is mounted at the right side of the C/P switch 14 in a manner that it may move rotationally within a predetermined range of the angle.

At the center of the front face of the base portion 4, three stop buttons 7L, 7C and 7R for stopping the rotations of the three reels 3L, 3C and 3R, respectively, are installed to the right side of the start lever 6. Further, in an embodiment, one game (a unit game) basically starts by operating the start lever 6 and ends when all the reels 3L, 3C and 3R are stopped.

In an embodiment, a stop operation on the reels (i.e., an operation on the stop buttons) performed when all the reels are rotating is referred to as a first stop operation, an operation that is performed after the first stop operation is referred to as a second stop operation, and an operation that is performed after the second stop operation is referred to as a third stop operation. Further, stop switches 7LS, 7CS and 7RS shown in FIG. 5, which will be described later, are placed at the rear side of the stop buttons 7L, 7C and 7R. The stop switches 7LS, 7CS and 7RS detect operations on the corresponding stop buttons (stop operations).

With reference to FIG. 2, the panel display 2 a, the liquid crystal display 2 b and the fixed display 2 c will be described.

The panel display 2 a includes a bonus-game-information display unit 16, BET lamps 17 a to 17 c, a payout display unit 18 and a credit display unit 19. The bonus-game-information display unit 16 is made up of 7 segment LEDs and displays bonus game information. The 1-BET lamp 17 a, the 2-BET lamp 17 b and the MAX-BET lamp 17 c are lighted in accordance with the number of medals bet for playing one game (hereinafter, referred to as BET number).

The 1-BET lamp 17 a is lighted when the BET number is one. The 2-BET lamp 17 b is lighted when the BET number is two. The MAX-BET lamp 17 c is lighted when the BET number is three. The payout display unit 18 and the credit display unit 19 are respectively made up of 7 segment LEDs. They display the number of paid out medals and the number of credited medals, respectively, when a winning is achieved.

The liquid crystal display 2 b includes symbol displaying areas 21L, 21C and 21R, window frame displaying areas 22L, 22C and 22R, and an effect displaying area 23. The displayed contents of the liquid crystal display 2 b is configured to vary with the rotating/stopped modes of the reels 3L, 3C and 3R, and an operation of the liquid crystal display device 131 that will be described later (refer to FIG. 3, which will be described later).

The symbol displaying areas 21L, 21C and 21R are installed in correspondence with the respective reels 3L, 3C and 3R. They perform display of the symbols arranged on the reels 3L, 3C and 3R, or presentation of various effects.

In the symbol displaying areas 21L, 21C and 21R, a top line 8 b, a center line 8 c and a bottom line 8 d are installed as display lines in the horizontal direction, while a cross-up line 8 a and a cross-down line 8 e are installed as display lines in inclined directions. These five display lines are activated by pressing down the BET switches 11 to 13, or by inserting medals in the medal insertion slot 10 (hereinafter, the activated display lines will be referred to as “activated lines”). When the BET number is 1 or more, all the display lines 8 a to 8 e are activated regardless of the BET number.

In each of the symbol displaying areas 21L, 21C and 21R, three symbol stop-positions (upper, middle, lower) are installed in a vertical direction. If the variable display (i.e., movement display) of the symbols in each of the symbol displaying areas 21L, 21C and 21R stops, symbols are stopped to be displayed at the respective symbol stop-positions arranged in the respective symbol displaying areas 21L, 21C and 21R. Each of the display lines connects the symbol stop-positions in the respective symbol displaying areas 21L, 21C and 21R.

The symbol displaying areas 21L, 21C and 21R move to a transparent state, so that the player can recognize the symbols on the reels 3L, 3C and 3R, at least when the corresponding reels 3L, 3C and 3R are rotating and when the corresponding stop buttons 7L, 7C and 7R can be pressed down.

The window frame displaying areas 22L, 22C and 22R are installed to surround the respective symbol displaying areas 21L, 21C and 21R. The window frame displaying areas 22L, 22C and 22R represent window frames of the symbol displaying areas 21L, 21C and 21R located on the front side of the reels 3L, 3C and 3R.

The effect displaying area 23 corresponds to the area of the liquid crystal display 2 b excluding the symbol displaying areas 21L, 21C and 21R and the window frame displaying areas 22L, 22C and 22R. The fixed display 2 c is an area where a predetermined figure, picture or the like is drawn. It would be possible to display a still image or a moving picture by joining the figure, picture or the like drawn on the fixed display 2 c with the image displayed at the effect displaying area 23.

FIG. 3 is a perspective view showing a schematic configuration of a liquid crystal display device 131. First, the internal structure of the reels 3L, 3C and 3R will be described. Inside the reels 3L, 3C and 3R, LED-receiving circuit boards are installed at the rear side of the vertically lined three symbols displayed at each of the symbol displaying areas 21L, 21C and 21R (i.e., 9 symbols in total) when the rotations of the reels 3L, 3C and 3R have stopped. Each of the LED-receiving circuit boards has three LED-receiving units (i.e., 9 receiving units in total), and plural LED lamps are installed therein.

The LED lamps illuminate the rear sides of reel sheets, which are installed along the circumferential surfaces of the reels 3L, 3C and 3R, with white light. More specifically, the LED lamps illuminate areas corresponding to the symbol displaying areas 21L, 21C and 21R. The reel sheets are configured to have transparent property so that light emitted by the LED lamps is transmitted to the front side.

Further, the left reel 3L includes a cylindrically-shaped frame structure, which is formed by separating two ring-shaped frames by a predetermined gap (e.g., a reel width) and connecting the ring-shaped frames with a plurality of connecting units, as well as a transferring unit for transferring driving force of a stepping motor 49L installed at the center of the frame structure to the ring-shaped frames. Further, a reel sheet is covered along the circumferential surface of the left reel 3L.

The LED-receiving circuit board disposed at the inner side of the reel 3L has three LED-receiving units, each of which receives a plurality of LED lamps. The LED-receiving circuit board is disposed in such a way that the LED-receiving units are placed at the rear side of the respective symbols that can be recognized by the player through the symbol displaying area 21L (i.e., 3 symbols in total). Further, the center reel 3C and the right reel 3R have the same structure as that of the left reel 3L, and have the LED-receiving circuit boards installed therein.

Next, the transparent liquid crystal display device 131 will be described. The liquid crystal display device 131 includes a protecting glass 132, a displaying plate 133, a liquid crystal panel 134, a light guide plate 135, a reflecting film 136, fluorescent lamps 137 a, 137 b, 138 a and 138 b being white light sources (e.g., which includes lights of all wavelengths under a proportion with which no specific color is visible to human eyes), lamp holders 139 a to 139 h, and a flexible substrate (not shown) connected to a terminal of the liquid crystal panel 134 and formed by a table carrier package having an IC for driving the liquid crystal panel.

The liquid crystal display device 131 is disposed in front of the display areas of the reels 3L, 3C and 3R upon seeing from the front face. Further, the reels 3L, 3C and 3R are disposed separately from the liquid crystal display device 131 (e.g., with a predetermined gap).

The protecting glass 132 and the displaying plate 133 are made up of transparent materials. The protecting glass 132 is installed for the purpose of protecting the liquid crystal panel 134. In the displaying plate 133, figures, pictures or the like may be drawn in areas corresponding to the panel display 2 a and the fixed display 2 c (See FIG. 2).

Herein, FIG. 3 does not explicitly show other various display units (a bonus-game-information display unit 16, a payout display unit 18, a credit display unit 19 and the like) installed at the rear side of the area in the displaying plate 133 corresponding to the panel display 2 a, as well as an electric circuit for operating the BET lamps 17 a to 17 c.

The liquid crystal panel 134 has transparent substrates, such as glass plates on which thin film transistor layers are formed, and a liquid crystal is inserted and sealed between the transparent substrates opposite to each other. A display mode of the liquid crystal panel 134 is set normally white. The normally white refers to a configuration in which the liquid crystal is displayed in white under the state of not running the liquid crystal (i.e., the state where no voltage is applied to the liquid crystal panel 134). That is, the light is transmitted to the display surface and the transmitted light can be recognized from the outside.

Accordingly, by employing the liquid crystal panel 134 configured to be normally white, even in case the liquid crystal cannot be driven, the symbols arranged on the reels 3L, 3C and 3R can be recognized through the symbol displaying areas 21L, 21C and 21R, thereby rendering the player to continue the game. That is, even in case the liquid crystal cannot be driven, the player can continue playing the game that is centered on the rotation and stop of the reels 3L, 3C and 3R.

In order to introduce light from the fluorescent lamps 137 a and 137 b to the liquid crystal panel 134 (i.e., in order to illuminate the liquid crystal panel 134), the light guide plate 135 is installed at the rear side of the liquid crystal panel 134. The light guide plate 135 is made of transparent materials such as, e.g., acryl-series resin having width of about 2 cm (i.e., materials having function of guiding light).

The reflecting film 136 is, e.g., a white polyester film or an aluminum thin film, with a silver vapor deposition film formed thereon. The reflecting film 136 reflects light introduced into the light guide plate 135 toward the front face, thereby illuminating the liquid crystal panel 134. The reflecting film 136 includes a reflecting area 136A and non-reflecting areas (i.e., transparent areas) 136BL, 136BC and 136BR. The non-reflecting areas 136BL, 136BC and 136BR are made of a transparent material, and accordingly, is formed as a light transmitting unit that transmits the incident light instead of reflecting the light.

Further, the non-reflecting areas 136BL, 136BC and 136BR are disposed in front of the respective symbols displayed when the reels 3L, 3C and 3R stop rotating. The non-reflecting areas 136BL, 136BC and 136BR are formed to have same sizes and positions as those of the symbol displaying areas 21L, 21C and 21R (See FIG. 2). In the reflecting film 136, the area other than the non-reflecting areas 136BL, 136BC and 136BR becomes the reflecting area 136A. The reflecting area 136A reflects the light introduced into the light guide plate 135 toward the front face.

The fluorescent lamps 137 a and 137 b are installed along the upper and lower portions of the light guide plate 135. Each end of the fluorescent lamps 137 a and 137 b is supported by the lamp holders 139 a, 139 b, 139 g and 139 h. The fluorescent lamps 137 a and 137 b generate light to introduce into the light guide plate 135.

The fluorescent lamps 138 a and 138 b are disposed at the upper and lower positions of the rear side of the reflecting film 136. Light generated by the fluorescent lamps 138 a and 138 b is reflected at the surface of the reels 3L, 3C and 3R, and then is entered to the non-reflecting areas 136BL, 136BC and 136BR. The entered light passes through the non-reflecting areas 136BL, 136BC and 136BR to illuminate the liquid crystal panel 134.

Hereinafter, functions of the LED lamps and the fluorescent lamps 137 a, 137 b, 138 a and 138 b will be described.

First described is the function of each of the lamps in case the liquid crystals of symbol displaying areas 21L, 21C and 21R are not run (i.e., in case voltages are not applied to the places of the liquid crystal panel 134 that correspond to the symbol displaying areas 21L, 21C and 21R).

A portion of light emitted from the fluorescent lamps 138 a and 138 b is reflected from the reel sheets. Further, a portion of light emitted from the LED lamps disposed at the LED-receiving circuit boards is transmitted through the reel sheets. Since these lights are transmitted through the non-reflecting areas 136BL, 136BC and 136BR, and the light guide plate 135 and the liquid crystal panel 134 that form the liquid crystal display device 131, the player can recognize the symbols arranged on the reels.

The light, which is emitted from the fluorescent lamps 137 a and 137 b and then is introduced into the light guide plate 135, passes through the liquid crystal panel 134 to enter the player's eyes. That is, the fluorescent lamps 137 a and 137 b illuminate areas of the liquid crystal panel 134 corresponding to the window frame displaying areas 22L, 22C and 22R as well as the effect displaying area 23.

Next described is the function of each lamp in case the liquid crystals of symbol displaying areas 21L, 21C and 21R are run (i.e., in case voltages are applied to the places of the liquid crystal panel 134 corresponding to the symbol displaying areas 21L, 21C and 21R).

A portion of light emitted from the fluorescent lamps 138 a and 138 b is reflected from the reel sheets. Further, a portion of light emitted from the LED lamp is transmitted through the reel sheets. Since a portion of these lights is reflected, absorbed or transmitted in an area where the liquid crystals are driven in the liquid crystal panel 134, the player can recognize effect images or the like displayed in the symbol displaying areas 21L, 21C and 21R.

FIG. 4 shows symbol columns each having 21 symbols of a plurality of kinds, which are arranged on the respective reels 3L,3C and 3R. Code numbers ranging from “00” to “20” are associated with the respective symbols, which are stored in a ROM 32 (FIG. 5), which will be described later, as a data table. On each of the reels 3L, 3C and 3R, a symbol column including symbols of “RED 7 (symbol 91)”, “BLUE 7 (symbol 92)”, “BAR (symbol 93)”, “bell (symbol 94)”, “watermelon (symbol 95)”, “cherry (symbol 96)”, “replay (symbol 97)” and “blank (symbol 98)” is shown. Each of the reels 3L, 3C and 3R is driven in such a way that the symbol column thereof rotates in a direction indicated by an arrow of FIG. 4.

Basically, the symbol “blank” is a symbol that is not directly related with an achievement of a winning combination. That is, even though the symbols of “blank” shows an arrangement along an activated line, the player is not awarded with a winning, such as payout of medals, automatic insertion of medals, migration to a gaming status that will be described later, or the like.

Herein, in accordance with an embodiment, winning combinations include “BB1”, “BB2”, “CHERRY”, “BELL”, “WATERMELON”, “RED 7 small win”, “BLUE 7 SMALL WIN” and “REPLAY”. Further, “BB” is a continuous operating device by a class I special generator. Moreover, “BB1” and “BB2” are hereinafter referred to as “bonus” collectively. Also, “BB1” and “BB2” are hereinafter referred to as “BB” collectively. The symbols “RED 7” and “BLUE 7”, which constitute the symbol composition corresponding to “BB”, are hereinafter referred to as “7” collectively.

Basically, the winning combination (winning combination data) may represent control information, where a winning to be awarded to the player and a symbol composition are previously associated. The winning combination is used for stop-control on the reels 3L, 3C and 3R, switching (migrating) the gaming status, awarding the gaming value, or the like. Complex winning combinations include a plurality of correspondences between the winning to be awarded to the player and the symbol composition (i.e., a set of plural winning combinations). The symbol composition to be displayed (the winning to be awarded to the player) is determined by operating timings by the player on the stop buttons 7L, 7C and 7R.

Further, in accordance with an embodiment, the gaming status includes an ordinary gaming status and an RB gaming status. Basically, the gaming status can be discriminated based on the type of an internal-lottery table used for determining the internal winning combination, and the stop-control mode of the reels (e.g., a maximum number of sliding symbols, or the like). To be more specific, the gaming status can be distinguished by the kinds of winning combinations that can be entitled to the internal winning combination, the internal lottery probability, the maximum number of the sliding symbols, and the like.

Under the ordinary gaming status, there exist three time periods, i.e., an ordinary period where an internal carryover combination does not exist, a replay time period (hereinafter, referred to as an “RT period”) having a higher probability of internally winning “REPLAY” than the ordinary period, and a carryover period where an internal carryover combination exists. “Bonus” may be internally won in the ordinary period and an RT period, while “bonus” cannot be internally won in the carryover period. As will be described later regarding an internal-lottery table with reference to FIG. 12, in the RT period, if the insertion number (representing the BET number) is two or three, the probability of internally winning “REPLAY” is higher than the ordinary period and the carryover period. In contrast, if the insertion number is one, the probability of internally winning “REPLAY” is same with the ordinary period and the carryover period

Accordingly, the ordinary period, the RT period and the carryover period are basically different gaming statuses. The internal carryover combination is a winning combination that allows the symbol composition corresponding thereto to be arranged along an activated line over one or more games (depending on the internal winning combination). The internal carryover combination is included in the internal winning combination. Hereinafter, a gaming period of the ordinary gaming status other than the RT period is referred to as non-RT period.

The RT period can be determined by observing whether an RT operation flag is “ON” or not, which will be described later. When it is determined that “BELL-REPLAY-REPLAY” is arranged along an activated line (when it determines “YES” in step S142 of FIG. 31 that will be described later), the RT operation flag is updated to “ON” (step S145 of FIG. 31 that will be described later), and 3 is stored in an RT-games-number counter (step S143 of FIG. 31 that will be described later). The value of the counter is decreased by 1 for one game (step S126 of FIG. 30 that will be described later). When the value of the counter is determined to be 0 or less (when it determines “YES” in step S127 of FIG. 30 that will be described later), the RT operation flag is updated to be “OFF” (step S131 of FIG. 30 that will be described later). However, as illustrated in the description of the internal-lottery table of FIG. 12 that will be described later, there is an instance where both of “BELL REPLAY” and “BB1” are determined as internal winning combinations (where it determines “NO” in step S128 of FIG. 30 that will be described later). In this case, if it is determined that the value of the RT-games-number counter is 0 or less, a carryover period command is transmitted (step S129 of FIG. 30 that will be described later), and the RT operation flag is not updated to be “OFF”. Accordingly, in case it is determined that “BELL-REPLAY-REPLAY” is arranged along an activated line, it basically migrates from an ordinary period to an RT period, and then, returns back to the ordinary period after the RT period is continued for 3 games. However, if it is determined that “BELL-REPLAY-REPLAY” is arranged along an activated line, and if both of “BELL REPLAY” and “BB1” is determined as the internal winning combination, it migrates from the ordinary period to the RT period, and the migrated RT period continues even after the fourth game.

Whether it is the carryover period or not can be determined by the existence of the internal carryover combination. In case the internal carryover combination does not exist and the value of the RT-games-number counter is zero, it is the ordinary period.

Under the RB gaming status, the continuous operating device by class I special generator is activated during the game, which provides a more advantageous gaming status than the ordinary gaming status. The RB gaming status can be indicated by on or off of a RB operation flag. The RB operation flag indicates whether the gaming status is the RB gaming status. The RB operation flag is updated to be “ON”, on the condition that a BB operation flag, which will be described later, is “ON”.

The RB operation flag is updated to be “OFF” on the condition that the number of available games becomes 0, that the number of available winnings becomes 0, or that the BB operation flag is updated to be “OFF”. The number of available games is the number of unit games that can be played in the RB gaming status. The number of available winnings indicates how many winning the player can achieve in the RB gaming status.

The BB operation flag indicates whether the game is under an advantageous situation provided by the achieving of “BB”. Under this advantageous situation, an expectation value of the gaming value to be awarded to the player per a unit gaming value (e.g., one sheet of medal betted for one game) used for playing the game is relatively higher than that of the ordinary gaming status (i.e., the level of advantageousness is comparatively high). The BB operation flag is updated to be “ON” on the condition that “BB” is achieved. The BB operation flag is updated to be “OFF” on the condition that the number of paid-out medals exceeds a payable number (i.e., a bonus-completion-number counter becomes 0). The payable number is the number of medals that are allowed to be paid out in the games from the time when the BB operation flag is updated to be “ON” to the time when the BB operation flag is updated to be “OFF”. When “BB” is achieved, the bonus-completion-number counter is initially set to be 350.

Herein, there will be described a relationship between the BB operation flag and the RB operation flag from the time when the BB operation flag is updated to be “ON” to the time when the BB operation flag is updated to be “OFF”. When “BB” is achieved, the BB operation flag is updated to be “ON”. When the number of available games becomes 0, or when the number of available winnings becomes 0, the BB operation flag is updated to be “OFF”. If the BB operation flag is “ON”, the RB operation flag is updated again to be “ON”.

When the condition that the BB operation flag is updated to be “OFF” is satisfied, the BB operation flag is updated to be “OFF”. In response to the update of the BB operation flag to be “OFF”, the RB operation flag is updated to be “OFF”. Accordingly, while the BB operation flag is “ON”, the RB operation flag is updated to be “ON”. That is, after “BB” is achieved, the RB gaming status is maintained until the BB operation flag is updated to be “OFF”.

FIG. 5 shows a circuit configuration including a main-control circuit 71 for controlling game processes in the gaming apparatus 1, peripheral units (actuator) electrically connected to the main-control circuit 71, and a sub-control circuit 72 for controlling operations of the liquid crystal display device 131, the speakers 9L and 9R, an LED system 100 a and a lamp system 100 b based on the instruction transmitted from the main-control circuit 71. Further, the volumes of the speakers 9L and 9R can be adjusted by operating a volume-adjustment unit 103.

The main-control circuit 71 includes a microcomputer 30 as a main component; and circuits for a random number sampling are added thereto. The microcomputer 30 includes the CPU 31 for performing controls in accordance with a preset program (as will described later with reference to FIGS. 20 to 31), and the ROM 32 as well as the RAM 33, both being storing means.

A clock pulse generating circuit 34 for generating a base clock pulse, a frequency dividing circuit 35, a random number generator 36 for generating random numbers for sampling, and a sampling circuit 37 are connected to the CPU 31. The sampling of the random number may be performed in the microcomputer 30. In other words, the sampling may be performed by a program running on the CPU 31. In this case, the random number generator 36 and the sampling circuit 37 can be omitted, or they may remain to back up the sampling performed in the CPU 31.

The ROM 32 of the microcomputer 30 stores: the internal-lottery table (as will be described later with reference to FIG. 12) for making decisions on the sampling of the random number, which are performed when the start lever 6 is operated (a start operation); a group of stop tables for determining a stopped mode of the reels based on operations on the stop buttons; and various instructions (commands) to be transmitted to the sub-control circuit 72. The sub-control circuit 72 does not transmit a command or data to the main-control circuit 71, and communication is initiated only from the main-control circuit 71 to the sub-control circuit 72. The RAM 33 stores various kinds of information, and includes a variety of storage areas. To be specific, the RAM 33 stores information such as, e.g., internal winning combinations, internal carryover combinations (which will be described later), current gaming status and the like.

In the circuit shown in FIG. 5, as main actuators controlled based on control signals transmitted from the microcomputer 30, there are the followings: BET lamps (1-BET lamp 17 a, 2-BET lamp 17 b, MAX-BET lamp 17 c); display units such as a payout display unit 18, a credit display unit 19 or the like; a hopper 40 (including a driving unit for the payout), which accepts medals and pays out a predetermined number of medals based on instructions from a hopper-driving circuit 41; and stepping motors 49L, 49C and 49R for driving the reels 3L, 3C and 3R to rotate.

Further, a motor driving circuit 39 for driving the stepping motors 49L, 49C and 49R, the hopper-driving circuit 41 for driving the hopper 40, a lamp driving circuit 45 for driving the BET lamps 17 a, 17 b and 17 c, and a display-unit-driving circuit 48 for driving the display units such as the payout display unit 18 and the credit display unit 19 are connected to the output port of the CPU 31. These driving circuits control the respective actuators based on control signals such as a drive instruction received from the CPU 31.

Moreover, as an input signal generating means for generating an input signal required for the microcomputer 30 to generate control instructions, there are a start switch 6S, stop switches 7LS, 7CS and 7RS, the 1-BET switch 11, the 2-BET switch 12, the MAX-BET switch 13, the C/P switch 14, a medal sensor 10S, a reel-position-detecting circuit 50 and a payout-completion-signal circuit 51.

The start switch 6S detects the operation of the start lever 6 to output a game start instruction signal (a signal that instructs to start a game). The medal sensor 10S detects the medal inserted into the medal insertion slot 10. The stop switches 7LS, 7CS and 7RS generate stop signals (signals that instruct to stop the variable display of symbols) in response to the operations on the corresponding stop buttons 7L, 7C and 7R. The reel-position-detecting circuit 50 provides the CPU 31 with a signal for receiving a pulse signal from a reel-rotation sensor to detect the positions of the reels 3L, 3C and 3R. The payout-completion-signal circuit 51 generates a signal, which detects completion of a medal payout when the counted value of a medal detector 40S (i.e., the number of medals paid out from the hopper 40) reaches a specified number data.

In the circuit shown in FIG. 5, the random number generator 36 generates random numbers within a certain range, and the sampling circuit 37 samples a single random number at an appropriate timing after the start lever 6 is operated. An internal winning combination or the like is then determined, based on the sampled random number as well as, e.g., the internal-lottery table (which will be described later with reference to FIG. 12) stored in the ROM 32. The internal winning combination (i.e., data of the internal winning combination) is basically information to identify the stop-control mode, or to identify a winning combination that can be displayed (i.e., a winning combination that can be allowed as a displayed winning combination). The internal winning combination indirectly corresponds to a corresponding composition of symbols, and further, to a winning awarded to the player, through the stop-control mode corresponding to the internal winning combination (the stop table).

After the rotating reels 3L, 3C and 3R are started to rotate, the number of driving pulses supplied to each of the stepping motors 49L, 49C and 49R is counted, and the each counted value is written in a predetermined area of the RAM 33. Each of the rotating reels 3L, 3C and 3R transmit a reset pulse for every rotation. The reset pulse is provided to the CPU 31 via the reel-position-detecting circuit 50. The reset pulse then clear the corresponding counted value of driving pulses, which is stored in the RAM 33. Accordingly, the counted value for each of the rotating reels 3L, 3C and 3R is stored in the RAM 33 in such a manner that the counted value corresponds to a rotational position within the range of 360 degrees.

A symbol-arrangement table (which will be described later with reference to FIG. 9) is stored in the ROM 32 in order to correlate the rotational positions of the reels 3L, 3C and 3R with the symbols indicated on the circumferential surfaces of the reels. In the symbol table, a code number, which is assigned per a certain rotating pitch of the reels 3L, 3C and 3R, and a symbol code, which indicates the symbol corresponding to the respective code number, are correlated with each other.

Further, a symbol-composition table (which will be described later with reference to FIG. 10) is stored in the ROM 32. In the symbol-composition table, a composition of symbols that makes a winning combination (i.e., a composition of symbols associated with a displayed winning combination, which will be described later), the number of medals to be paid out for the displayed winning combination, and a winning determination code (an achievement determination code) (not shown) for determination of the winning (the achievement) are correlated. The symbol-composition table is referred to in stop-controlling the left reel 3L, the center reel 3C and the right reel 3R, in determining a winning (determining a displayed winning combination) after all the reels 3L, 3C and 3R have stopped, and in determining the number of medals to be paid out. The displayed winning combination (the data of the displayed winning combination) is basically a winning combination (an achieved winning combination) that corresponds to a composition of symbols arranged along an activated line. The player is awarded with a wining that corresponds to the displayed winning combination.

If an internal winning combination is determined by a lottery process (an internal lottery process or the like) based on a random number sampling, the CPU 31 transmits a signal to the motor driving circuit 49 to stop the reels 3L, 3C and 3R, based on operation signals transmitted from the stop switches 7LS, 7CS and 7RS when the player operates the stop buttons 7L, 7C and 7R, and further, based on the determined stop table.

If the stopped state represents an achievement of a winning combination (i.e., a winning state), the CPU 31 transmits a payout instruction signal to the hopper-driving circuit 41, which results in the payout of a predetermined number of medals from the hopper 40. At this point of time, the medal detector 40S counts the number of medals paid out from the hopper 40. When the counted value reaches the predetermined value, a medal-payout-completion signal is inputted to the CPU 31. The CPU 31 then deactivates the hopper 40 via the hopper-driving circuit 41, so as to complete the medal payout process.

FIG. 6 is a block diagram showing a configuration of the sub-control circuit 72. The sub-control circuit 72 is comprised of an image-control circuit (gSub) 72 a, and an audio/lamp-control circuit (mSub) 72 b. The image-control circuit (gSub) 72 a and/or the audio/lamp-control circuit (mSub) 72 b are constructed on a separate circuit board from the circuit board constructing the main-control circuit 71.

The communication between the main-control circuit 71 and the image-control circuit (gsub) 72 a is a one-way communication from the main-control circuit 71 to the image-control circuit (gsub) 72 a. No command or data is provided from the image-control circuit (gSub) 72 a to the main-control circuit 71. Further, the communication between the image-control circuit (gsub) 72 a and the audio/lamp-control circuit (mSub) 72 b is also a one-way communication from the image-control circuit (gsub) 72 a to the audio/lamp-control circuit (mSub) 72 b. No command or data is provided from the audio/lamp-control circuit (mSub) 72 b to the image-control circuit (gsub) 72 a.

The image-control circuit (gsub) 72 a is comprised of an image-control microcomputer 81, a serial port 82, a program ROM 83, a work RAM 84, a calendar IC 85, an image control IC 86, a control RAM 87, an image ROM (character ROM; CROM) 88 and a video RAM 89.

The image-control microcomputer 81 includes a CPU, an interrupt controller and an input/output port (a serial port is shown). The CPU included in the image-control microcomputer 81 performs various processes according to a control program stored in the program ROM 83, in response to a command transmitted from the main-control circuit 71. Further, although the image-control circuit (gsub) 72 a does not include a clock pulse generating circuit, a frequency dividing circuit, a random number generator and a sampling circuit, it is configured to perform a random number sampling on a program running on the image-control microcomputer 81.

The serial port 82 receives a command transmitted from the main-control circuit 71 or the like. The program ROM 83 stores the control program (which will be described later with reference to FIGS. 32 and 33), which is to be run on the image-control microcomputer 81.

The work RAM 84 is configured as a temporary storage means for a task when the aforementioned control program is run on the image-control microcomputer 81. The work RAM 84 stores various kinds of information.

The calendar IC 85 stores the date information. The operation unit 17 is connected to the image-control microcomputer 81. In an embodiment, a game arcade staff or the like manipulates the operation unit 17 to set up the date or the like. The image-control microcomputer 81 stores the date information, which are set up based on the input signal transmitted from the operation unit 17, in the calendar IC 85. The date information stored in the calendar IC 85 is backed up.

Further, the aforementioned work RAM 84 and calendar IC 85 are targets of backup. That is, even though the power supplied to the image-control microcomputer 81 is shut off, the information stored therein is kept from being erased by continuing to supply a power.

The image-control IC 86 generates an image in accordance with an effect contents determined by the image-control microcomputer 81, and then outputs the image on the liquid crystal display device 131 (which will be described later with reference to FIGS. 7 and 8).

The control RAM 87 is included in the image-control IC 86. The image-control microcomputer 81 writes information in or reads information from the control RAM 87. Further, in the control RAM 87, registers of the image-control IC 86, a sprite property table and a color palette table are deployed. The image-control microcomputer 81 updates the registers of the image-control IC 86 and the sprite property table at every predetermined timing.

The liquid crystal display device 131, the image ROM 88 and the video RAM 89 are connected to the image-control IC 86. Alternately, the image ROM 88 may be connected to the image-control microcomputer 81. In this case, the configuration would be effective in processing a large amount of image data, such as a 3-dimensional image data. The image ROM 88 stores image data, dot data or the like for generating images. The video RAM 89 is configured as a temporary storage means for the image-control IC 86 in generating images. Further, the image-control IC 86 transmits a signal to the image-control microcomputer 81 whenever the transmission of the data of the video RAM 89 to the liquid crystal display device 131 is completed.

Further, in the image-control circuit (gSub) 72 a, the image-control microcomputer 81 is operable to control the effect in the audio/lamp also. The image-control microcomputer 81 determines the kinds of audio/lamp as well as output timing based on the determined effect. The image-control microcomputer 81 then transmits a command to the audio/lamp-control circuit (mSub) 72 b via the serial port 82 whenever it reaches a predetermined timing. In most cases, the audio/lamp-control circuit (mSub) 72 b does no more than outputting the audio/lamp in accordance with the command transmitted from the image-control circuit (gsub) 72 a (except the volume adjustment which will be described later).

The audio/lamp-control circuit (mSub) 72 b is comprised of an audio/lamp-control microcomputer 111, a serial port 112, a program ROM 113, a work RAM 114, an audio-source IC 115, a power amplifier 116 and an audio-source ROM 117.

The audio/lamp-control microcomputer 111 includes a CPU, an interrupt controller and an input/output port (a serial port is shown). The CPU included in the audio/lamp-control microcomputer 111 performs an audio/lamp output process according to a control program stored in the program ROM 1133, based on the command transmitted from the image-control circuit (gSub) 72 a. The LED system 100 a and the lamp system 100 b are connected to the audio/lamp-control microcomputer 111. The audio/lamp-control microcomputer 111 transmits output signals to the LED system 100 a and the lamp system 100 b, in response to the command transmitted from the image-control circuit (gsub) 72 a at a predetermined timing. As a result, the LED system 100 a and the lamp system 100 b emit light according to a predetermined mode.

The serial port 112 receives a command transmitted from the image-control circuit (gSub) 72 a. The program ROM 113 stores a control program running on the audio/lamp-control microcomputer 111, or the like. The work RAM 114 is configured as a temporary storage means for a task when the audio/lamp-control microcomputer 111 runs the aforementioned control program.

The audio-source IC 115 generates an audio source based on the command transmitted from the image-control circuit (gsub) 72 a, and then outputs the audio source to the power amplifier 116. The power amplifier 116 is an amplifier, to which the speakers 9L and 9R are connected. The power amplifier 116 amplifies the audio source provided from the audio-source IC 115, and then outputs the amplified audio source through the speakers 9L and 9R. The audio-source ROM 117 stores audio source data (a phrase or the like) for generating an audio source.

Further, the volume-adjustment unit 103 is connected to the audio/lamp-control microcomputer 111. The volume-adjustment unit 103 can be operated by a game arcade staff, to adjust the volume of the audio outputted from the speakers 9L and 9R. Based on an input signal transmitted from the volume-adjustment unit 103, the audio/lamp-control microcomputer 111 performs a volume adjustment control, in which the audio outputted from the speakers 9L and 9R is adjusted to have the inputted volume.

Hereinafter, display examples on the liquid crystal display 2 b are described with reference to FIGS. 7 and 8.

First display example is now to be described with reference to FIG. 7. This first display example is displayed, on the condition that the combination of “BELL-REPLAY-REPLAY” is arranged along an activated line (i.e., it determines “YES” in step S142 of FIG. 31, which will be described later), and that an RT-start command is transmitted to the image-control microcomputer 81 in step S146 of FIG. 31 which will be described later.

This first display example shows a situation in that a hero character 201 throws punches (downward punches from upward) at an enemy character 202, and the thrown punches are hitting the enemy character 202. When the “bell-replay-replay” combination is arranged along an activated line, both of “BELL REPLAY” and “BB1” may be determined as internal winning combinations. Accordingly, the player can be informed that the game is in an RT period, by the effect display in which the hero character 201 dominates the enemy character as shown in the first display example. In such a case, the player can have an increased expectation for “BB1” being an internal winning combination, and therefore, can enjoy the game much more.

Moreover, since the RT period is continued at least for 3 games, the expectation for “BB1” being determined as the internal winning combination can continuously increase for several games, which enhances the enjoyment of the game. In addition, it is also possible that the hero character 201 shows a more dominant effect display against the enemy character at the second game than the first game, and further more dominant effect display at the third game than the second game. In this case, the expectation of the player increases in every game, which improves the enjoyment of the game.

Furthermore, although not shown, when the RT operation flag is updated to be “OFF” in step S130 of FIG. 30, which will be described later, to thereby migrate from the RT period to the ordinary period, and when an RT-completion command is transmitted to the image-control microcomputer 81 in step S131 of FIG. 30, which will be described later, an ordinary screen of the game is displayed.

Hereinafter, second display examples will be described with reference to FIG. 8. The second display examples are displayed on the condition that a carryover period command is transmitted to the image-control microcomputer 81 in step S129 of FIG. 30, which will be described later, which makes the RT period to continue for 4 or more games.

FIG. 8(a) sets forth a display example when the start operation is performed. In this display example, the hero character 201 faces the enemy character 202, in a fight pose. Further, a direction saying, “please let the reels stop automatically,” is displayed above the window frame displaying areas 22L, 22C and 22R.

FIG. 8(b) shows a display example when the three reels 3L, 3C and 3R have stopped automatically due to the value of an automatic stop timer becoming 0. This display example shows a mode in which the symbol compositions displayed along the display lines are different from any of the symbol compositions corresponding to the winning combinations, which will be described later. Further, there is shown a figure illustrating the hero character 201 throwing a kick at the enemy character 202, and the enemy character 202 dodging the kick. In addition, above the window frame displaying area 22L, 22C and 22R, there is displayed a direction saying, “please bet only one.”

When the player operates the stop buttons 7L, 7C and 7R, and when the stop switches 7LS, 7CS and 7RS corresponding thereto detect the operations on the stop buttons (stop operations), the screen shows a display exemplified by FIG. 8(c). This display example illustrates a mode in which an activated display line shows a symbol composition (“REPLAY-REPLAY-REPLAY”) corresponding to “REPLAY”. It further shows the hero character 201 giving a kick at the enemy character 202, and the enemy character 202 dodging the kick. Moreover, above the window frame displaying area 22L, 22C and 22R, no direction is shown.

In this situation, if the insertion number is 2 or 3, the RT period provides a higher probability of internal winning for “REPLAY” than the ordinary period provides. Accordingly, even though “BB1” is determined as an internal winning combination, the activated line will not show the symbols corresponding to “BB1”, due to a drawing-rank table, which will be described later with reference to FIG. 17. Accordingly, in order to avoid a symbol composition corresponding to “REPLAY” in case of 2-bet or 3-bet, it is required for the player to bet only one.

Therefore, by a direction “please let the reels stop automatically” as shown in the display example of FIG. 8(a), the player can let the three reels 3L, 3C and 3R to stop automatically. In this way, the player can avoid displaying a symbol composition corresponding to “REPLAY”, which may occur in case of 2-bet or 3-bet. Further, by a direction “please bet only one” as shown in the display example of FIG. 8(b), the player can bet only one. In this way, even in the RT period, the probability of internal winning for “REPLAY” can be same as the probability in case of an ordinary period or a carryover period. Thus, symbols corresponding to “BB1” would be displayed along an activated line, which results in “bonus”.

In contrast, if the player does not follow the display example of FIG. 8(a) (i.e., the direction saying, “please let the reels stop automatically”), FIG. 8(c) is displayed, and as a result, the player is not allowed to bet only one. Accordingly, a status, in which the probability of internal winning for “REPLAY” is higher than the probability in case of an ordinary period or a carryover period, is continued. As a result, even though “BB1” is determined as an internal winning combination, the symbols corresponding to “BB1” cannot be displayed in an activated line.

Hereinafter, the symbol-arrangement table will be described with reference to FIG. 9.

The symbol-arrangement table includes information of symbols illustrated on the circumferential surfaces of the reels, which correspond to symbol positions (code numbers) in the reels 3L, 3C and 3R. Based on the symbol-arrangement table and a symbol-composition table that will be described later, symbol compositions displayed along the activated lines can be understood.

Hereinafter, the symbol-composition table will be described with reference to FIG. 10.

The symbol-composition table includes information of: displayed winning combinations, which correspond to compositions of symbols that are stopped in three stop positions linearly connected along an activated line; and the payout number for each insertion number (i.e., the BET number) in connection with the winning combinations. This symbol-composition table is referred to, after all of the reels 3L, 3C and 3R have stopped, so as to determine the number to be paid out based on the composition of symbols displayed along an activated line.

The winning combination may be “CHERRY”, when a win number, which will be described later, is 1. “CHERRY” includes “EDGE CHERRY” and “MIDDLE CHERRY”. Whether the winning combination to be displayed is “EDGE CHERRY” or “MIDDLE CHERRY” is determined based on the operation timing of the left stop button 7L. The winning combination to be displayed is determined as “MIDDLE CHERRY”, on the condition that a so-called “reckless press” of “CHERRY” is performed on the position of the center line 8 c.

When “CHERRY (edge)-ANY-ANY” is arranged along an activated line, the displayed winning combination is “EDGE CHERRY”. In this case, 15 medals are paid out if the insertion number is one or two, while 8 medals are paid out if the insertion number is three. “CHERRY (edge)” represents “CHERRY” stopped at the upper portion or the lower portion of the left symbol displaying area 21L. “ANY” represents any symbol.

When “CHERRY (middle)-ANY-ANY” is arranged along an activated line, the displayed winning combination is “MIDDLE CHERRY”. In this case, 15 medals are paid out if the insertion number is one or two, while 4 medals are paid out if the insertion number is three. “CHERRY (middle)” represents “CHERRY” stopped at the middle portion of the left symbol displaying area 21L.

When “BELL-BELL-BELL” is arranged along an activated line, the displayed winning combination is “BELL”. In this case, 15 medals are paid out if the insertion number is one or two, while 10 medals are paid out if the insertion number is three. When “watermelon-watermelon-watermelon” is arranged along an activated line, the displayed winning combination is “WATERMELON”. In this case, 8 medals are paid out regardless of the insertion number.

When “BAR-RED 7-RED 7” is arranged along an activated line, the displayed winning combination is “RED 7 small win”. In this case, 1 medal is paid out regardless of the insertion number. When “BAR-BLUE 7-BLUE 7” is arranged along an activated line, the displayed winning combination is “BLUE 7 small win”. In this case, 1 medal is paid out regardless of the insertion number.

When “REPLAY-REPLAY-REPLAY” is arranged along an activated line, the displayed winning combination is “REPLAY”. In this case, a medal or medals are automatically inserted. When “BELL-REPLAY-REPLAY” is arranged along an activated line, the displayed winning combination is “BELL REPLAY”. In this case, a medal or medals are automatically inserted. Further, in addition, the RT operation flag becomes “ON”, which leads to an RT period.

When “RED 7-RED 7-RED 7” is arranged along an activated line, the displayed winning combination is “BB1”. In this case, the BB operation flag becomes “ON”, which leads the gaming status to the RB gaming status. When “BLUE 7-BLUE 7-BLUE 7” is arranged along an activated line, the displayed winning combination is “BB2”. In this case, the BB operation flag becomes “ON”, which leads the gaming status to the RB gaming status.

Hereinafter, the internal-lottery-table-determination table will be described with reference to FIG. 11.

The internal-lottery-table-determination table includes information of internal-lottery tables (which will be described later with reference to FIG. 12) corresponding to the gaming status, as well as of the number of lotteries.

In case of the ordinary gaming status, the internal-lottery table for the ordinary gaming status (FIG. 12(a), which will be described later) is selected, and the number of lotteries is, basically, determined to be 9 (step S51 of FIG. 24, which will be described later). The number of lotteries represents the number of times for that the process required for determining the internal winning combination will be performed. To be specific, it is the (maximum) number of times of performing computations of “random number R—lower boundary value L” and “random number R—upper boundary value U”. However, in case of the carryover period, the number of lotteries being 9 is updated to be 6 (step S53 of FIG. 24, which will be described later). Further, in case of the RB gaming status, the internal-lottery table for the RB gaming status (FIG. 12(b), which will be described later) is selected, and the number of lotteries is determined to be 5 (step S51 of FIG. 24).

Hereinafter, the internal-lottery table will be described with reference to FIG. 12. The internal-lottery tables are respectively installed for each gaming status. The internal-lottery tables include information of numerical ranges represented by lower boundary values and upper boundary values, which respectively correspond to win numbers, for each of the insertion numbers. FIG. 12(a) shows an internal-lottery table for the ordinary gaming status. FIG. 12(b) shows an internal-lottery table for the RB gaming status.

In determining a win number based on the internal-lottery table, from the win number being equal to the number of lotteries determined for the gaming status to the win number being 0 in descending order, it is checked if the random number resides within the numerical range represented by the lower boundary value and the upper boundary value corresponding to the win number. In case the random number resides within the numerical range represented by the lower boundary value and the upper boundary value, the corresponding win number is drawn. The number of times, of checking if the random number resides within the numerical range represented by the lower boundary value and the upper boundary value corresponding to the win number, is identical to the number of lotteries determined in the internal-lottery-table-determination table of FIG. 11.

Moreover, the random number may not reside within any of the numerical ranges represented by the lower boundary values and the upper boundary values until the win number becomes 0. In this case, the win number is 0 (miss). The internal winning combination being “miss” represents that the internal lottery did not result in drawing a winning combination related to a winning for the player. Further, in an embodiment, “miss” is not a combination associated with gaming value. Moreover, it would be possible to consider that the symbol compositions corresponding to “miss” of the internal winning combination are a symbol composition that is separate from the symbol compositions preinstalled for the winning combinations. However, in an embodiment, the symbol compositions corresponding to “miss” are symbol compositions that are not preinstalled.

Further, while the lottery is performed in descending order from the win number until the win number being 0, the numerical ranges defined by the respective upper and lower boundary values corresponding to several winning combinations are set to overlap each other. For this reason, plural winning combinations may be determined as the internal winning combination. The internal winning combination is determined based on the win number that is won, the gaming status, the insertion number and the internal-winning-combination-determination table (which will be described later with reference to FIG. 13).

For example, when the insertion number is 3 in the ordinary gaming status (a game period other than the carryover period), and when the random number sampled in the range of 0˜65535 is 1300, first computed is the random number R (1300) subtracted by the lower boundary value L (1391), with regard to the win number 9. The computation result is less than 0. Accordingly, the random number does not reside within the numerical range represented by the lower boundary value and the upper boundary value (L≦R≦U) corresponding to the win number. Consequently, the sampled random number of 1300 does not result in winning the win number 9.

Next, with regard to the win number 8, the random number R (1300) subtracted by the lower boundary value L (1295) is computed. The result of this computation is greater than 0. Then, the random number R (1300) subtracted by the upper boundary value U (1390) is computed. The result of this computation is less than 0. Accordingly, the random number resides within the numerical range represented by the lower boundary value and the upper boundary value (L≦R≦U) corresponding to the win number. Consequently, the sampled random number of 1300 results in winning the win number 8. In case of winning the win number 8, “BB1”, which corresponds to the win number 8, is determined as an internal winning combination, based on the internal-winning-combination-determination table, which will be described later.

Like the above, the computation of the random number R (1300) subtracted by the lower boundary value L and the computation of the random number R (1300) subtracted by the upper boundary value U are iterated until the win number becomes 0. In this way, whether each of the win numbers 7 to 1 is won or not is respectively determined. In case the sampled random number is 1300, it fails to get a winning in any of the win numbers 1 to 6. In contrast, a winning is obtained-with regard to the win number 7, since the lower boundary value L is 1152 and the upper boundary value U is 1343. Therefore, in case the sampled random number is 1300, the win numbers 7 and 8 are obtained. Accordingly, based on the internal-winning-combination-determination table, which will be described later, both of “BELL REPLAY” and “BB1” are determined as the internal winning combinations.

When a random number within the range of the win number 7 corresponding to “BELL REPLAY” (i.e., the range between the lower boundary value 1152 and the upper boundary value 1343) is sampled, “BB1” may also be determined as an internal winning combination with a probability of 1/4. From the viewpoint of the player, when “BELL-REPLAY-REPLAY” is arranged along an activated line, the player can have an increased expectation for “BB” being a winning combination.

In addition, when “BELL-REPLAY-REPLAY” is arranged along an activated line, it leads to an RT period, and accordingly, the probability for “REPLAY” being a winning combination is increased. For this reason, “REPLAY-REPLAY-REPLAY” can be arranged along an activated line repeatedly for multiple games, which in turn increases the expectation for “BB” being a winning combination. Further, this winning combination provides an advantage of automatically inserting medals at a high probability. Accordingly, from the viewpoint of the player, even though it has required a considerable amount of time to predict that “BB” may be a winning combination, the decrease of the number of medals can be suppressed. For this reason, above all, even though the player is a beginner who is not experienced in predicting “BB” being a winning combination based on the display mode (i.e., the stop pattern) on the activated lines, the player can be at ease in enjoying the game.

Further, in the carryover period, the number of lotteries is updated to be 6 (step S53 of FIG. 24, which will be described later), and therefore, there is no instance where the win number 7 or 8 is won. Accordingly, in the carryover period, “bonus” cannot be determined as an internal winning combination based on the internal-winning-combination-determination table, which will be described later.

In the above, the internal-lottery table for the ordinary gaming status with the RT operation flag being “OFF” is a separate table from the internal-lottery table for the ordinary gaming status with the RT operation flag being “ON”. In an embodiment, when the internal-lottery table for the ordinary gaming status with the RT operation flag being “ON” is used, the numerical range corresponding to the win number 6 is, basically, wider than the numerical range when the internal-lottery table for the ordinary gaming status with the RT operation flag being “OFF” is used (i.e., it provides a higher probability of drawing “REPLAY” as the internal winning combination).

In an embodiment, it is configured so that, when the insertion number is one, the numerical range corresponding to the win number 6 remains unchanged regardless which of the two internal-lottery tables is used. When the insertion number is 2, it is configured so that the case of using the internal-lottery table for the ordinary gaming status with the RT operation flag being “ON” provides an wider numerical range corresponding to the win number 6, than the case of using the internal-lottery table for the ordinary gaming status with the RT operation flag being “OFF” provides. Further, when the insertion number is 3, it is configured so that the numerical range corresponding to the win number 6 becomes even wider when the internal-lottery table for the ordinary gaming status with the RT operation flag being “ON” is used, than when the internal-lottery table for the ordinary gaming status with the RT operation flag being “OFF” is used. As a result, the stop pattern in the RT period can be variable based on the insertion number, which results in an improved enjoyment of the game.

Hereinafter, the internal-winning-combination-determination table will be described with reference to FIG. 13.

The internal-winning-combination-determination table includes information (data) of the internal winning combinations (flag information) corresponding to the win numbers. The flags are represented in a binary format. The first internal winning combination and the second internal winning combination, both being represented to be in correspondence with the win numbers, are information for identifying internal winning combinations. Each of the first internal winning combination and the second internal winning combination is one byte data. The first internal winning combination is, basically, related to an internal carryover combination.

In the ordinary gaming status or the RB gaming status, when the win number is 0 and the second internal winning combination is “00000000”, the internal winning combination is “miss”. When the win number is 1 and the second internal winning combination is “00000001”, the internal winning combination is “CHERRY”. When the win number is 2 and the second internal winning combination is “00000010”, the internal winning combination is “BELL”.

When the win number is 3 and the second internal winning combination is “00000100”, the internal winning combination is “WATERMELON”. When the win number is 4 and the second internal winning combination is “00001000”, the internal winning combination is “RED 7 small win”. When the win number is 5 and the second internal winning combination is “00010000”, the internal winning combination is “BLUE 7 small win”.

When the win number is 6 and the first internal winning combination is “00000001”, the internal winning combination is “REPLAY”. When the win number is 7 and the first internal winning combination is “00000010”, the internal winning combination is “BELL REPLAY”. When the win number is 8 and the first internal winning combination is “00000100”, the internal winning combination is “BB1”. When the win number is 9 and the first internal winning combination is “00001000”, the internal winning combination is “BB2”.

The internal winning combination is, basically, information for identifying the stop-control mode, or for identifying the combination that can be a displayed winning combination (i.e., the combination that can be allowed as a displayed winning combination). The internal winning combination can be regarded to indirectly correspond to the corresponding composition of symbols, and further, to the winning awarded to the player, through the stop-control mode corresponding to the internal winning combination (i.e., the stop table) or the like.

Hereinafter, the reel-stop preliminary-determination table will be described with reference to FIG. 14.

The reel-stop preliminary-determination table includes information of stop tables corresponding to the values of 0 to 8 of a stop-select counter, respectively. The stop-select counter basically stores the win number (step S84 of FIG. 20).

The stop tables include information that determines the stop-control mode on the reels 3L, 3C and 3R. To be specific, the information of stop modes of the reels 3L, 3C and 3R (e.g., information of symbol-stop positions, the number of sliding symbols, or the like) corresponding to the operation timing of the player on the stop buttons 7L, 7C and 7R. Each stop table is, basically, configured to be capable of achieving the corresponding internal winning combination.

To be specific, a stop table (not shown) is configured so that a predetermined symbol composition (the symbol composition of the corresponding winning combination) can be arranged along a predetermined display line (activated line). However, the stop table corresponding to “miss” is configured so that any symbol compositions corresponding to winning combinations cannot be arranged along a predetermined display line.

The stop table shows stop-operation positions and stop-control positions of the reels 3L, 3C and 3R, respectively. The stop-operation positions represent the code number of the symbol, which is placed at the center line 8 c (to be specific, the symbol, the center of which is closest to the position of the center line 8 c and is above the center line 8 c), when the corresponding stop buttons 7L, 7C and 7R installed in association with the reels 3L, 3C and 3R are operated. The stop-control positions represent the code number of the symbol, which is to be stopped at the position of the center line 8 c, when the reel, on which the stop operation is performed, has stopped.

In an embodiment, the so-called number of sliding symbols is maximum 4 pieces. For example, assuming that, while the right reel 3R is rotating, the stop button 7R is operated when “WATERMELON” of the code number “09” is at the position of the center line 8 c, the right reel 3R may be stop-controlled so that “CHERRY” of the code number “13” stops at the position of the center line 8 c.

Hereinafter, an example of the stop table for “REPLAY”, which is used when the internal winning combination is “REPLAY”, will be described with reference to FIG. 15.

A stop table is basically configured so that a predetermined symbol composition (the symbol composition of the corresponding winning combination) can be arranged along a predetermined display line (activated line). However, the stop table corresponding to “miss” is configured so that any of the symbol compositions corresponding to winning combinations cannot be arranged along a predetermined display line.

Further, basically, five stop tables are installed for each of the winning combination. The five stop tables corresponding to one winning combination are corresponding to the cross-up line 8 a, the top line 8 b, the center line 8 c, the bottom line 8 d and the cross down line 8 e, respectively.

A stop table shows stop-operation positions and stop-control positions of the reels 3L, 3C and 3R, respectively. The stop-operation positions represent the code number of the symbol, which is placed at the center line 8 c (to be specific, the symbol, the center of which is closest to the position of the center line 8 c and is above the center line 8 c), when the corresponding stop buttons 7L, 7C and 7R installed in association with the reels 3L, 3C and 3R are operated. The stop-control positions represent the code number of the symbol, which is to be stopped at the position of the center line 8 c, when the reel, on which the stop operation is performed, has stopped.

In an embodiment, the so-called number of sliding symbols is maximum 4 pieces. For example, assuming that, while the center reel 3C is rotating, the stop button 7C is operated when “BAR” of the code number “11” is at the position of the center line 8 c, the center reel 3C may be stop-controlled so that “REPLAY” of the code number “14” stops at the position of the center line 8 c.

In FIG. 15, the stop-control position of the left reel 3L is one of the code numbers “03”, “06”, “11”, “15” and “19”. In the symbol column shown in FIG. 4, the symbol corresponding to the code numbers is “REPLAY”. Therefore, “REPLAY” is stopped at the middle symbol-stop position of the left symbol displaying area 21L.

In FIG. 15, the stop-control position of the center reel 3C is one of the code numbers “02”, “05”, “09”, “14” and “18”. In the symbol column shown in FIG. 4, the symbol corresponding to the code numbers is “REPLAY”. Therefore, “REPLAY” is stopped at the middle symbol-stop position of the center symbol displaying area 21 C.

In FIG. 15, the stop-control position of the right reel 3R is one of the code numbers “01”, “05”, “10”, “14” and “18”. In the symbol column shown in FIG. 4, the symbol corresponding to the code numbers is “REPLAY”. Therefore, “REPLAY” is stopped at the middle symbol-stop position of the right symbol displaying area 21R.

As shown above, when the internal winning combination is “REPLAY”, the stop table as shown in FIG. 15 is used, unless the automatic stop timer works (i.e., unless it determines “YES” in step S16 of FIG. 21, which will be described later). In this way, regardless of the timing (the position of the stop operation) and the order (e.g., sequential pressing, irregular pressing, or the like) of the stop operations, the symbol composition of “REPLAY-REPLAY-REPLAY” corresponding to “REPLAY” is necessarily stopped on the center line 8 c.

Hereinafter, the stop table for “miss”, which is used when the internal winning combination is “miss”, will be described with reference to FIG. 16. The stop table for “miss” is also used when the automatic stop timer works (when it determines “YES” in step S16 of FIG. 21, which will be described later).

In FIG. 16, the stop-control position of the left reel 3L is one of the code numbers “01”, “05”, “08”, “09”, “12”, “17” and “18”. In the symbol column shown in FIG. 4, the symbol corresponding to the code numbers is either “BELL” or “blank”. Therefore, either “BELL” or “blank” is stopped at the middle symbol-stop position of the left symbol displaying area 21L.

In FIG. 16, the stop-control position of the center reel 3C is one of the code numbers “04”, “08”, “13”, “16”, “19” and “20”. In the symbol column shown in FIG. 4, the symbol corresponding to the code numbers is one of “blank”, “CHERRY” and “WATERMELON”. Therefore, one of “blank”, “CHERRY” and “WATERMELON” is stopped at the middle symbol-stop position of the center symbol displaying area 21C.

In FIG. 16, the stop-control position of the right reel 3R is one of the code numbers “02”, “07”, “09”, “12”, “17” and “19”. In the symbol column shown in FIG. 4, the symbol corresponding to the code numbers is one of “CHERRY”, “blank”, “WATERMELON” and “BELL”. Therefore, one of “CHERRY”, “blank”, “WATERMELON” and “BELL” is stopped at the middle symbol-stop position of the right symbol displaying area 21R.

As shown above, when the internal winning combination is “miss”, or when the automatic stop timer works, the stop table as shown in FIG. 16 is used. In this way, regardless of the timing (the position of the stop operation) and the order (e.g., sequential pressing, irregular pressing, or the like) of the stop operations, a symbol composition corresponding to “miss” is necessarily stopped on the center line 8 c. Further, although not described in detail, all of the symbol compositions stopped on the five display lines 8 a˜8 e correspond to “miss”.

As described above, when the automatic stop timer works, the symbol composition corresponding to “miss” is stopped. In this way, even if the insertion number is two or three in the RT period, the player can avoid displaying the symbol composition corresponding to “REPLAY” on activated lines.

Hereinafter, the drawing-rank table will be described with reference to FIG. 17.

The drawing-rank table includes information of the relative rank of drawing between symbol compositions corresponding to winning combinations (internal winning combination). The first rank is “REPLAY” and “BELL REPLAY”. The second rank is “BB1” and “BB2”. The third rank is “CHERRY” and “BELL”. The fourth rank is “WATERMELON”, “RED 7 SMALL WIN” and “BLUE 7 small win”.

The first rank is “REPLAY” and “BELL REPLAY” while the second rank is “bonus”, for the purpose of preferably drawing “bonus” without instigating the gambling spirit of the player. The reason why the rank of “BELL” is higher than “WATERMELON” is because that the payout number corresponding to “BELL” is higher than the payout number corresponding to “WATERMELON”. In case plural internal winning combinations are determined, the internal winning combination of a higher rank is basically drawn. Further, when such drawing cannot be done, the internal winning combination of a next rank is drawn. Moreover, a preset stop table may be used for stop-controlling the reels.

In case multiple internal winning combinations are determined in one game, the priorities of the internal winning combinations are different from each other. For example, in the ordinary period, “BELL REPLAY” (first rank) and “BB1” (second rank) may be determined as internal winning combinations. However, the priorities thereof are different from each other. Further, in the carryover period, both of the carried-over “bonus” and the winning combination drawn by a random number sampling (e.g., “CHERRY”) are determined as the internal winning combinations. However, in the carryover period, “bonus” is not internally drawn. Therefore, in the carryover period also, the internal winning combinations have different priorities.

The “drawing” basically means stopping a reel, which is a target of stop-control (a reel corresponding to a stop operation), so that the symbols constituting the symbol composition corresponding to the internal winning combination (hereinafter, referred to as ‘symbols to be drawn’) are displayed at symbol-stop positions being connected by an activated line (hereinafter, referred to as ‘activated symbol-stop positions’) under the condition of the maximum number of sliding symbols being 4.

In case of the second stop operation, on the condition that a symbol, which constitutes the symbol composition corresponding to the internal winning combination in cooperation with the symbol to be drawn by the second operation, is displayed at an activated symbol-stop position, the “drawing” means displaying the “symbol to be drawn” at an activated symbol-stop position in a symbol displaying area 21L, 21C or 21R corresponding to the second stop operation, this activated symbol-stop position being connected to that activated symbol-stop position by an activated line.

In case of the third stop operation, on the condition that the drawn symbols in the above two of the symbol displaying areas 21L, 21C and 21R are arranged along an activated line (i.e., when a ready-to-win (Tenpai) is made), the “drawing” means displaying the “symbol to be drawn” at an activated symbol-stop position connected along the activated line.

Hereinafter, a bonus-operation-time table will be described with reference to FIG. 18.

The bonus-operation-time table includes information of an operation flag, a value to be set as a bonus-completion-number counter, the number of available games and the number of available winnings, for each winning combination. The bonus-operation-time table is referred to in step S33 of the FIG. 22 and step S114 of FIG. 28, which will be described later.

The operation flag is information for identifying the operating gaming status (current gaming status). The operation flag includes a BB operation flag and an RB operation flag, in correspondence with the displayed winning combination.

The bonus-completion-number counter is a counter that counts the number of medals paid out in the game from the time when the BB operation flag is updated to be “ON” until the time when it is updated to be “OFF”.

Hereinafter, storage areas (memory areas) for first internal winning combinations, second internal winning combinations, internal carryover combinations and a random number will be described with reference to FIG. 19.

FIG. 19(a) represents the storage area for the first internal winning combinations. In this storage area for the first internal winning combinations, information (data) of the internal winning combinations is stored (memorized) in the storage area of one byte. In the storage area for the first internal winning combinations, the bit 0 (the first bit) is storage area corresponding to “REPLAY”. The bit 1 (the second bit) is storage area corresponding to “BELL REPLAY”.

The bit 2 (the third bit) is storage area corresponding to “BB1”. The bit 3 (the fourth bit)˜the bit 7 (the eighth bit) are unused storage area. In the storage area for the first internal winning combinations, a winning combination corresponding to the bit of “1” is determined as an internal winning combination. For example, when “00000010” is stored in the storage area for first internal winning combinations (i.e., when the bit 1 (the second bit) is “1”), the internal winning combination is “BELL REPLAY”.

FIG. 19(b) represents the storage area for the second internal winning combinations. In this storage area for the second internal winning combinations, information (data) of the internal winning combinations is stored (memorized) in the storage area of one byte. In the storage area for the second internal winning combinations, the bit 0 (the first bit) is storage area corresponding to “CHERRY”. The bit 1 (the second bit) is storage area corresponding to “BELL”.

The bit 2 (the third bit) is storage area corresponding to “WATERMELON”. The bit 3 (the fourth bit) is storage area corresponding to “RED 7 small win”. The bit 4 (the fifth bit) is storage area corresponding to “BLUE 7 small win”. The bit 5 (the sixth bit)˜the bit 7 (the eighth bit) are unused storage area. In the storage area for the second internal winning combinations, a winning combination corresponding to the bit of “1” is determined as an internal winning combination. For example, when “00000010” is stored in the storage area for second internal winning combinations (i.e., when the bit 1 (the second bit) is “1”), the internal winning combination is “BELL”.

FIG. 19(c) represents the storage area for the internal carryover combinations. In this storage area for the internal carryover combinations, information of the internal carryover combinations is stored in the storage area of one byte. In the storage area for the internal carryover combinations, the bit 2 (the third bit) is storage area (memory area) corresponding to “BB1”. In the storage area for the internal carryover combinations, the bit 3 (the fourth bit) is storage area (memory area) corresponding to “BB2”. The bit 0 (the first bit), the bit 1 (the second bit), the bit 4 (the fifth bit)˜the bit 7 (the eighth bit) are unused storage areas. In case there is an internal carryover combination (in case of the carryover period), “1” is stored in the bit 2 (the third bit) or the bit 3 (the fourth bit) of the storage area for internal carryover combinations, which respectively correspond to “BB1” or “BB2”. That is, “00000100” or “00001000” is stored in the storage area for internal carryover combinations.

FIG. 19(d) represents the storage area (memory area) for the random number (random-number-storage area). This random-number-storage area is installed in the RAM 33. This random-number-storage area stores numerical information regarding a random number for a lottery, which is sampled in step S5 of FIG. 20, which will be described later. In step S5 of FIG. 20, numerical information is sampled in the range of 0˜65536 as the random number for the lottery. The sampled numerical information is stored in the random-number-storage area.

Hereinafter, the control operations of the main-control circuit 71 will be described with reference to the main flowchart shown in FIGS. 20 and 21.

First of all, the CPU 31 performs an initialization (step S1). To be specific, it performs the initialization of the memory contents in the RAM 33, the initialization of the communication data, and the like. Then, it proceeds to step S2. In step S2, it eliminates (clears) predetermined memory contents in the RAM 33. To be specific, it eliminates the data in a writable area of the RAM 33 which was used in the previous game, writes parameters which are required for the next game in the writable area of the RAM 33, assigns the start address of the sequence program of the next game, and so on.

In step S3, it performs a bonus-operation-monitoring process, which will be described later with reference to FIG. 22, and then proceeds to step S4. In this process, if the BB operation flag is “ON”, it updates the RB operation flag to be “ON”, so as to maintain the RB gaming status even if an RB gaming status has completed. In step S4, it performs a process of checking a medal insertion and a start, and then proceeds to step S5. In this process, it updates the BET number or the like based on the inputs from the start switch 6S, the medal sensor 10S and/or the BET switch 11 to 13. Further, the BET number information is stored in, e.g., a predetermined memory area of the RAM 33 (storage means for the gaming value information). Meanwhile, in step S4, if “REPLAY” was achieved in the previous game, the same BET number with the BET number of the previous game is automatically stored.

In step S5, it samples a random number for the lottery, and then proceeds to step S6. The random number sampled in this process is used in an internal lottery process, which will be described later. In step S6, it performs a gaming-status-monitoring process, which will be described later with reference to FIG. 23, and then proceeds to step S7. In step S7, it performs an internal lottery process, which will be described later with reference to FIGS. 24 and 25, and then proceeds to step S8. In step S8, it performs a reel-stop preliminary-setup process, which will be described later with reference to FIG. 26, and then proceeds to step S9.

In step S9, it performs a start-command transmission, and then it proceeds to step S10. The start command includes information of the gaming status, the internal winning combination, and/or the like. The start command is transmitted to the sub-control circuit 72. In step S10, it determines whether 4.1 seconds have elapsed from the previous reel-rotation start or not. If it determines “YES”, it proceeds to step S12. If it determines “NO”, it proceeds to step S11. In step S11, it performs a game-start-waiting-time-consuming process (“wait”), and then proceeds to step S12. To be specific, it invalidates all the inputs that are based on game-start operations of the player, until predetermined time duration (e.g., predetermined seconds (4.1 seconds or the like)) is elapsed since the previous game started.

In step S12, it sets a timer for game monitoring in a register of the CPU 31, and then proceeds to step S13. This timer for the game monitoring includes an automatic stop timer for stopping the reels 3L, 3C and 3R automatically without relying on the stop operations of the player on the stop buttons 7L, 7C and 7R. In step S13, it requests for starting the rotations of all reels, and then proceeds to step S14. Instep S14, it sets a reel-stop-allowing command in a register of the CPU 31, and then proceeds to step S15 of FIG. 21.

In step S15 of FIG. 21, it determines whether the stop switch is “ON” or not. That is, it determines whether any one of the stop buttons 7L, 7C and 7R has been operated or not. If it determines “YES”, it proceeds to step S17. If it determines “NO”, it proceeds to step S16. In step S16, it determines whether the value of the automatic stop timer is 0 or not. If it determines “YES”, it proceeds to step S17. If it determines “NO”, it proceeds to step S15.

In step S17, it performs a process of determining the number of sliding symbols, and then, it proceeds to step S18. In this process, it determines the number of sliding symbols, based on the stop operation order (first, second or third) and the stop operation position, by referring to the drawing-rank table and the stop table that is stored in the RAM 33 in step S86 of FIG. 26, which will be described later. Then, it sets the determined number of sliding symbols in a register of the CPU 31. In step S18, it waits for the reel 3L, 3C or 3R corresponding to the operated stop button 7L, 7C or 7R to rotate as much as the number of sliding symbols. It then proceeds to step S19.

In step S19, it transmits to the motor driving circuit 39 a reel-stop command for requesting stopping the rotation of one of the reels 3L, 3C and 3R corresponding to the operated one of the stop buttons 7L, 7C and 7R, and then proceeds to step S20. Based on the reel-stop command transmitted from the CPU 31, the motor driving circuit 39 stops the corresponding reel 3L, 3C or 3R. In step S20, it determines whether all of the reels are stopped or not. If it determines “YES”, it proceeds to step S21. If it determines “NO”, it proceeds to step S15.

In step S21, it performs a process of retrieving the displayed winning combination, and then proceeds to step S22. In this process, based on the stopped mode of the symbols in the symbol displaying areas 21L, 21C and 21R, it sets a flag for identifying the displayed winning combination (the achieved winning combination) in a register of the CPU 31.

In step S22, it performs a medal payout process, and then proceeds to step S23. In this process, based on the flag that was set in the register of the CPU 31 by the process of retrieving the displayed winning combination, it performs crediting or paying out the medals of the corresponding payout number, by referring to the symbol-composition table. In step S23, based on the corresponding payout number, it updates the bonus-completion-number counter, and then proceeds to step S24. Here, in case the bonus-completion-number counter is greater than 1, it decreases the counter according to the medal payout number.

In step S24, it determines whether the RB operation flag or the BB operation flag is “ON” or not. If it determines “YES”, it proceeds to step S25. If it determines “NO”, it proceeds to step S26. In step S25, it performs a bonus-completion-check process, which will be described later with reference to FIG. 27, and then proceeds to step S26. In step S26, it performs a bonus-operation-check process, which will be described later with reference to FIG. 28, and then proceeds to step S27.

In step S27, it performs an RT-completion process, which will be described later with reference to FIGS. 29 and 30, and then proceeds to step S28. In step S28, it performs an RT-operation process, which will be described later with reference to FIG. 31, and then proceeds to step S2 of FIG. 20.

Hereinafter, the bonus-operation-monitoring process will be described with reference to FIG. 22.

First, the CPU 31 determines whether the BB operation flag is “ON” or not (step S31). If it determines “YES”, it proceeds to step S32. If it determines “NO”, it proceeds to step S4 of FIG. 20. In step S32, it determines whether the RB operation flag is “ON” or not. If it determines “YES”, it proceeds to step S4 of FIG. 20. If it determines “NO”, it proceeds to step S33.

In step S33, it performs an RB-operation-time process based on the bonus-operation-time table (FIG. 18), and then proceeds to step S4 of FIG. 20. To be specific, it updates the RB operation flag to be “ON”, and stores the number of available games and the number of available winnings in the RAM 33.

Hereinafter, the gaming-status-monitoring process will be described with reference to FIG. 23.

First, the CPU 31 determines whether the RB operation flag is “ON” or not (step S41). If it determines “YES”, it proceeds to step S42. If it determines “NO”, it proceeds to step S43. In step S42, it stores an identifier for the RB gaming status, and then proceeds to step S7 of FIG. 20. In step S43, it stores an identifier for the ordinary gaming status, and then proceeds to step S7 of FIG. 20. In this way, the gaming-status-monitoring process monitors the gaming status based on the operation flag (RB operation flag) and stores in the RAM 33 (storage area for gaming status) information, which will be used in step S51 of FIG. 24 for selecting the kind of the internal lottery table in the internal-lottery-table-determination table based on the gaming status, which will be described later.

Hereinafter, the internal lottery process will be described with reference to FIGS. 24 and 25.

First, the CPU 31 determines the kind of the internal-lottery table (FIG. 12) and the number of lotteries, according to the gaming status, based on the internal-lottery-table-determination table (FIG. 11) (step S51), and then it proceeds to step S52. In step S52, it determines whether the data (information) stored in the storage area for internal carryover combinations is 0 or not (i.e., whether an internal carryover combination exists or not). If it determines “YES”, it proceeds to step S54. If it determines “NO”, it proceeds to step S53. Here, the determination in step S52 results in “NO” on the condition of a carryover period. In step S53, it updates the number of lotteries to be 6, and then proceeds to step S54.

In step S54, a value, being identical to the number of lotteries, is set as a win number in a register of the CPU 31, and then proceeds to step S55. In this way, in case of an ordinary period or an RT period in an ordinary gaming status, “9” is set as the win number; in the RB gaming status, “5” is set as the win number; and, in the internal winning status (carryover period), “6” is set as the win number. In step S55, it obtains the lower boundary value L based on the win number and the insertion number, by referring to the internal-lottery table determined in step S51, and then proceeds to step S56. In step S56, it subtracts the lower boundary value L from the random number R stored in the random-number-storage area in the RAM 33 (R−L), and then proceeds to step S57.

In step S57, it determines whether a digit borrowing was performed or not. To be specific, it determines whether the result of the computation R−L is a minus or not. If it determines “YES”, it proceeds to step S66 of FIG. 25. If it determines “NO”, it proceeds to step S58. Here, it determines “YES” on the condition that the random number is lower than the lower boundary value (L>R). Further, it determines “NO” on the condition that the random number is equal to or greater than the lower boundary value (L≦R).

In step S58, it obtains the upper boundary value U based on the win number and the insertion number, by referring to the internal-lottery table determined in step S51, and then proceeds to step S59. In step S59, it subtracts the upper boundary value U from the random number R stored in the random-number-storage area in the RAM 33 (R−U), and then proceeds to step S60.

In step S60, it determines whether the result of the subtraction (to be specific, the result of the computation R−U) is 0 or not. If it determines “YES”, it proceeds to step S62 of FIG. 25. If it determines “NO”, it proceeds to step S61. Here, it determines “YES” on the condition that the random number is same with the upper boundary value (R=U). Further, it determines “NO” on the condition that the random number is not same with the upper boundary value (R≠U).

In step S61, it determines whether a digit borrowing was performed or not. To be specific, it determines whether the result of the computation R−U is a minus or not. If it determines “YES”, it proceeds to step S62 of FIG. 25. If it determines “NO”, it proceeds to step S66. Here, it determines “YES” on the condition that the random number is lower than the upper boundary value (R<U). Further, it determines “NO” on the condition that the random number is greater than the upper boundary value (R>U).

In step S62 of FIG. 25, it stores the win number in a storage area for internal-lottery-result information in the RAM 33, and then proceeds to step S63. In step S63, it determines the first internal winning combination and the second internal winning combination based on the win number, by referring to the internal-winning-combination-determination table, and then proceeds to step S64. In step S64, it performs a “logical OR” operation on the second internal winning combination (determined in step S63) and the storage area for second internal winning combinations (FIG. 13(b)), and then stores the result of the “logical OR” operation in the storage area for second internal winning combinations. In this way, it sets, in the storage area for second internal winning combinations, the bit corresponding to the kind of the drawn “small win” to be “1”.

In step S65, it performs a “logical AND” operation on the first internal winning combination and bonus check data. It then performs a “logical OR” operation on the result of the “logical AND” operation and the storage area for internal carryover combinations. It then stores the result of the “logical OR” operation in the storage area for internal carryover combinations. Then, it proceeds to step S66. Accordingly, the determined bonus is stored in the storage area for internal carryover combinations. Here, the bonus check data is “00001100”. In step S66, it performs a “logical OR” operation on the first internal winning combination and the storage area for internal carryover combinations. It then stores the result of the “logical OR” operation in the storage area for first internal winning combinations, and then proceeds to step S67.

In step S67, it decreases the number of lotteries by 1, and then proceeds to step S68. In step S68, it determines whether the number of lotteries is 0 or not. If it determines “YES”, it proceeds to step S69. If it determines “NO”, it proceeds to step S54 of FIG. 24. Here, it determines “YES” on the condition that it has determined, for 9 times in case of the ordinary gaming status, for 5 times in case of the RB gaming status, and for 6 times in case of the internal winning status (carryover period), whether the random number R is included or not in the numerical range defined by the upper boundary value U and the lower boundary value L. In contrast, it determines “NO” on the condition that the number of times of determining is less than 9 in case of the ordinary gaming status, less than 5 in case of the RB gaming status, and less than 6 in case of the internal winning status (carryover period).

In step S69, it determines the first internal winning combination and the second internal winning combination based on the win number, by referring to the internal-winning-combination-determination table (FIG. 13), and then proceeds to step S70. In step S70, it stores “logical OR” of the determined second internal winning combination and the storage area for second internal winning combinations (FIG. 19(b)) in the storage area for second internal winning combinations. In step S71, it obtains “logical AND” of the first internal winning combination and the bonus check data. It then stores the “logical OR”, of this “logical AND” and the storage area for internal carryover combinations, in the storage area for internal carryover combinations. It then proceeds to step S72. In this way, the internal carryover combination is stored in the storage area for internal carryover combinations. In step S72, it stores “logical OR”, of the first internal winning combination and the storage area for internal carryover combinations, in the storage area for first internal winning combinations, and then proceeds to step S8 of FIG. 20. In this way, when the random number R is not contained in any of the numerical ranges in the internal-lottery table of FIG. 12, and further the steps S62 to S65 are not executed, “miss” or the internal carryover combination is stored in the storage area for first internal winning combinations.

Hereinafter, the reel-stop preliminary-setup process will be described with reference to FIG. 26.

First, the CPU 31 determines whether the win number is 0 or not (step S81). If it determines “YES”, it proceeds to step S82. If it determines “NO”, it proceeds to step S84. In step S82, it obtains “logical AND” of data in the storage area for first internal winning combinations and check data (“00001111”) for operating winning combinations, and then proceeds to step S83. In step S83, it determines whether the “logical AND” is 0 or not. If it determines “YES” (i.e., if none of“BB1”, “BB2”, “REPLAY” and “BELL REPLAY” is included in the internal winning combination), it proceeds to step S84. If it determines “NO” (i.e., if any of“BB1”, “BB2”, “REPLAY” and “BELL REPLAY” is included in the internal winning combination), it proceeds to step S85.

In step S84, it stores the win number in the stop-select counter, and then proceeds to step S86. In step S85, it transforms the data in the storage area for internal winning combinations into a number, adds up 5 to the number, stores the result of the addition in the stop-select counter, and then proceeds to step S86. To be specific, when the data in the storage area for internal winning combinations represents “REPLAY”, “BELL REPLAY”, “BB1” or “BB2”, it stores in the stop-select counter the value of 6, 7, 8 or 9, respectively. In step S86, it determines a stop table based on the reel-stop preliminary-determination table, stores the determined stop table in the RAM 33, and then proceeds to step S9 of FIG. 20.

Hereinafter, the bonus-completion-check process will be described with reference to FIG. 27.

First, the CPU 31 determines whether the RB operation flag is “ON” or not (step S91). If it determines “YES”, it proceeds to step S94. If it determines “NO”, it proceeds to step S92. In step S92, it determines whether the bonus-completion-number counter is 0 or not. If it determines “YES”, it proceeds to step S93. If it determines “NO”, it proceeds to step S26 of FIG. 21. In step S93, it performs a bonus-completion-time process, and then proceeds to step S26 of FIG. 21. To be specific, it clears the BB operation flag, clears the bonus-completion-number counter, and so on.

In step S94, it determines whether a winning is achieved. If it determines “YES”, it proceeds to step S95. If it determines “NO”, it proceeds to step S100. In step S95, it determines whether the bonus-completion-number counter is 0 or not. If it determines “YES”, it proceeds to step S96. If it determines “NO”, it proceeds to step S98. In step S96, it performs an RB-completion-time process, and then proceeds to step S97. To be specific, it clears the RB operation flag, clears the number of available winnings and the number of available games, and so on. In step S97, it performs the bonus-completion-time process, and then proceeds to step S26 of FIG. 21.

In step S98, it decreases the number of available winnings by 1, and then proceeds to step S99. In step S99, it determines whether the number of available winnings is 0 or not. If it determines “YES”, it proceeds to step S102. If it determines “NO”, it proceeds to step S100. In step S100, it decreases the number of available games by 1, and then proceeds to step S101. In step S101, it determines whether the number of available games is 0 or not. If it determines “YES”, it proceeds to step S102. If it determines “NO”, it proceeds to step S26 of FIG. 21. In step S102, it performs the RB-completion-time process, and then proceeds to step S26 of FIG. 21.

Hereinafter, the bonus-operation-check process will be described with reference to FIG. 28.

First, the CPU 31 determines whether the displayed winning combination is one of “REPLAY” and “BELL REPLAY” or not (step S111). If it determines “YES”, it proceeds to step S112. If it determines “NO”, it proceeds to step S113. In step S112, it copies an insertion-number counter to an automatic-insertion counter, and then proceeds to the step S27 of FIG. 21. To be specific, instep S112, it sets in the automatic-insertion counter (i.e., automatically inserts) the number, which is inserted for the current game, being same with the insertion number.

In step S113, it determines whether the displayed winning combination is one of “BB1” and “BB2” or not. If it determines “YES”, it proceeds to step S114. If it determines “NO”, it proceeds to step S27 of FIG. 21. In step S114, it performs a BB operation-time process based on the bonus-operation-time table, and then proceeds to step S115. In the BB operation-time process, it updates the BB operation flag to be “ON”, and sets 350 in the bonus-completion-number counter. In step S115, it clears the internal carryover combination, and then proceeds to step S27 of FIG. 21.

Hereinafter, the RT-completion process will be described with reference to FIGS. 29 and 30.

First, the CPU 31 determines whether the RT operation flag is “ON” or not (step S121). If it determines “YES”, it proceeds to step S122. If it determines “NO”, it proceeds to step S28 of FIG. 21. In step S122, it determines whether the BB operation flag is “ON” or not. If it determines “YES”, it proceeds to step S123. If it determines “NO”, it proceeds to step S126 of FIG. 30. In step S123, it stores 0 in an RT-games-number counter, and then proceeds to step S124. In step S124, it updates the RT operation flag to be “OFF”, and then proceeds to step S125. In step S125, it transmits an RT-completion command, and then proceeds to step S28 of FIG. 21.

In step S126 of FIG. 30, it decreases the value of the RT-games-number counter by 1, and then proceeds to step S127. The RT-games-number counter is a counting means for counting how many times the RT period can be continued. In step S127, it determines whether the value of the RT-games-number counter is equal to or less than 0, or not. If it determines “YES”, it proceeds to step S128. If it determines “NO”, it proceeds to step S28 of FIG. 21.

In step S128, it determines whether the data (information) stored in the storage area for internal carryover combinations is 0 or not (whether an internal carryover combination exists or not). If it determines “YES”, it proceeds to step S130. If it determines “NO”, it proceeds to step S129. In step S129, it transmits a carryover period command to the sub-control circuit 72, and then proceeds to step S28 of FIG. 21. In step S130, it updates the RT operation flag to be “OFF”, and then proceeds to step S131. In step S131, it transmits an RT-completion command to the sub-control circuit 72, and then proceeds to step S28 of FIG. 21.

Hereinafter, the RT-operation process will be described with reference to FIG. 31.

First, the CPU 31 determines whether the identifier for the ordinary gaming status is stored or not (step S141). If it determines “YES”, it proceeds to step S142. If it determines “NO”, it proceeds to step S2 of FIG. 20. In step S142, it determines whether “BELL-REPLAY-REPLAY” is arranged along an activated line or not. If it determines “YES”, it proceeds to step S143. If it determines “NO”, it proceeds to it proceeds to step S2 of FIG. 20.

In step S143, it stores 3 in the RT-games-number counter, and then proceeds to step S144. In this way, when a predetermined symbol composition is arranged in the ordinary gaming status (e.g., when “BELL-REPLAY-REPLAY” is arranged along an activated line), it can migrate to an RT period.

In step S144, it determines whether the RT operation flag is “ON” or not. If it determines “YES”, it proceeds to step S2 of FIG. 20. If it determines “NO”, it proceeds to step S145. In step S145, it updates the RT operation flag to be “ON”, and then proceeds to step S146. This process in step S145 is performed when step S144 determines “NO”. That is, this process in step S145 is performed in order to migrate from a period other than the RT period to the RT period. In step S146, it transmits the RT-start command to the sub-control circuit 72, and then proceeds to step S2 of FIG. 20.

Hereinafter, the control operation of the image-control circuit (gsub) 72 a will be described with reference to the flowchart shown in FIGS. 32 and 33.

Hereinafter, a reset-interrupt process for gsub will be described with reference to FIG. 32.

Upon supply of a power, and in response to a voltage applied to a reset terminal, the image-control microcomputer 81 is configured to generate a reset interrupt, and to sequentially execute the reset-interrupt process for gsub, which is stored in the program ROM 83, based on the generation of the reset interrupt.

First, the image-control microcomputer 81 performs initializations of the work RAM 84, the control RAM 87, the video RAM 89 and/or the like (step S151), and then it proceeds to step S152. In step S152, it performs an input-monitoring process, which monitors whether an input from the operation unit 17 or the like exists or not, and then proceeds to step S153. In step S153, it performs a command-input process, which will be described later with reference to FIG. 33, and then proceeds to step S154. In step S154, it performs a command-output process for outputting a command to the. sound/lamp control circuit (mSub) 72 b, and then proceeds to step S155. In step S155, it performs an image-control process, and then proceeds to step S151.

Hereinafter, the command-input process will be described with reference to FIG. 33.

First, the image-control microcomputer 81 determines whether a command buffer contains data therein or not, i.e., whether a command is received or not (step S161). The command buffer is a memory area for storing a command transmitted from the main-control circuit 71 (e.g., the aforementioned RT-start command, the aforementioned carryover period command, the aforementioned RT-completion command, and the like). If step S161 determines “YES”, it proceeds to step S162. If it determines “NO”, it proceeds to step S154 of FIG. 32.

In step S162, it determines whether the jump destination is okay or not. To be specific, it determines whether the jump destination corresponding to the received command can be executed or not. If it determines “YES”, it proceeds to step S163. However, when the received data is not executable due to a noise or the like, or when the data is determined to be erroneous based on the history of the previously received commands, it determines “NO”, and then proceeds to step S154 of FIG. 32.

In step S163, it sets a return address, and then proceeds to step S164. The address that is set in step S163 is basically the address corresponding to the process of step S165, which will be described later. In step S164, it jumps to the determined process. To be specific, it performs a process of the jump destination, which corresponds to head data of the received command, based on the jump table. Then, it proceeds to step S165. In step S165, it clears the command buffer, and then proceeds to step S154 of FIG. 32.

By performing the process of step S164, it can perform an image display as shown in FIG. 7 in case the image-control microcomputer 81 receives an RT-start command in step S161. The image display as shown in FIG. 7 is continued until the image-control microcomputer receives an RT-completion command in step S161. Accordingly, from when the image-control microcomputer 81 receives an RT-start command until when it receives an RT-completion command, the image as shown in FIG. 7 is displayed, even in case a multiplicity of unit games are being repeated. Therefore, from the viewpoint of the player, even in case a multiplicity of unit games are repeated, the expectation for “BB” being a winning combination can be continuously increased, and therefore, the enjoyment of the game can be enhanced.

Further, in case the image-control microcomputer 81 receives a carryover period command in step S161, an image display as shown in FIG. 8(a) can be performed. In this way, when an RT period is continued for 3 games, and in case of the image display as shown in FIG. 8(a), the expectation for “BB” being a winning combination can be further increased based on the image display, and therefore, the enjoyment of the game can be enhanced.

Moreover, when the image as shown in FIG. 8(a) has been displayed, an image display as shown in FIG. 8(b) or 8(c) can be performed in response to receipt of a reel-stop command. In this way, even in a single unit game, the expectation for “BB” being a winning combination can be varied based on operations on the stop buttons 7L, 7C and 7R, which can enhance the enjoyment of the game.

Although the present invention has been described in terms of the embodiments, the present invention is not limited thereto.

In the embodiments, a second numerical range (e.g., the numerical range represented by the lower boundary value “1152” and the upper boundary value “1343” corresponding to the win number “7”), which corresponds to a second winning combination (e.g., “BELL REPLAY” or the like) is configured to include, as a part thereof (about ¼), a first numerical range (e.g., the numerical range represented by the lower boundary value “1295” and the upper boundary value “1390” corresponding to the win number “8”, the numerical range represented by the lower boundary value “1391” and the upper boundary value “1486” corresponding to the win number “9”, or the like), which corresponds to a first winning combination (e.g., “BB1”, “BB2” or the like), in a first winning-combination-determining information (i.e., the internal-lottery table for the ordinary gaming status with the RT operation flag being “OFF”). However, the present invention is not limited thereto. For example, the second numerical range, which corresponds to the second winning combination (e.g., “BELL REPLAY” or the like), may be configured to be 4 times as wide as the first numerical range, which corresponds to the first winning combination (e.g., “BB1”, “BB2” or the like). In this case, the frequency of drawing the second winning combination can be raised, which increases chance of having the expectation for the first winning combination being a winning combination. Further, the second numerical range, which corresponds to the second winning combination, may be configured to include the whole range of the first numerical range, which corresponds to the first winning combination, in the first winning-combination-determining information. In this way, the drawing of the second winning combination ensures the first winning combination being a winning combination.

In the embodiments, the first winning combination (e.g., “BB1”, “BB2” or the like) and the second winning combination (e.g., “BELL REPLAY” or the like) can be determined as winning combinations in a single lottery, when the first winning-combination-determining information (the internal-lottery table for the ordinary gaming status with the RT operation flag being “OFF”) is being used. However, the present invention is not limited thereto. For example, it can be configured so that “small win”, such as “CHERRY”, “BELL” or the like, and the second winning combination (e.g., “REPLAY” or the like) can be determined as winning combinations in a single lottery.

In the embodiments, it is configured so that, when the effect display as shown in FIG. 8 is performed, the first winning combination (e.g., “BB1”, “BB2” or the like) is necessarily a winning combination. However, the present invention is not limited thereto. For example, it can be configured in that, upon installation of an effect-determination table for determining the effect identifier, the effect identifier is determined by a random number sampling based on the effect-determination table. In this way, the expectation for the first winning combination being a winning combination can be varied, which enhances the enjoyment of the game.

In the embodiments, the random number ranges (the numerical ranges) corresponding to winning combinations are set to be continuous. However, the present invention is not limited thereto. For example, a numerical range may include a plurality of discontinuous values.

Moreover, in addition to the gaming machine 1 as used in the above embodiments, the present invention can be applied also to other gaming machines, such as a pachinko gaming machine, a pachi-lot machine or the like. Further, the present invention can also be applied to a game program, which simulates the aforementioned operations of the gaming machine 1 in a home gaming machine, thereby running a game. In this case, a recording medium, on which the game program is recorded, may be a CD-ROM, a flexible disk (FD), and any other recording medium.

In accordance with the present invention, when the winning-combination-determination information remains switched to second winning-combination-determination information by the winning-combination-determination-information-switching unit, the expectation for the second winning combination being a winning combination can be continuously increased, even in case a multiplicity of unit games are being repeated, which can enhance the enjoyment of the game.

While the present invention has been shown and described with respect to a preferred embodiment, those skilled in the art will recognize that various changes and modifications may be made without departing from the spirit and scope of the invention as defined in the appended claims. 

1. A gaming machine comprising: a symbol-display means for displaying symbols in a plurality of columns; a start-operation-detection means for detecting a start operation by a player for a unit game; a winning-combination-determination means for, based on winning-combination-determination information including information of numerical ranges that correspond to a plurality of prescribed winning combinations respectively, determining a winning combination, which corresponds to a numerical range that includes a random number sampled by a random number sampling, as a winning combination, on the condition that the start-operation-detection means detects the start operation; a symbol-variation means for varying the symbols displayed in the plurality of columns by the symbol-display means, on the condition that the start-operation-detection means detects the start operation; a stop-operation-detection means for detecting a stop operation by the player; a stop-control means for performing stop-control on the variation of the symbols by the symbol-variation means, based on the detection of the stop operation by the stop-operation-detection means as well as the winning combination determined by the winning-combination-determination means; a winning awarding means for awarding a predetermined winning to the player, on the condition that the winning-combination-determination means determines a first winning combination as the winning combination, and that a symbol composition corresponding to the first winning combination is displayed by the symbol-display means; a winning-combination-determination-information-switching means for switching the winning-combination-determination information from first winning-combination-determination information to second winning-combination-determination information, which is separate from the first winning-combination-determination information, on the condition that the winning-combination-determination means determines a second winning combination as the winning combination, and that a symbol composition corresponding to the second winning combination is displayed by the symbol-display means; an effect means for presenting an effect; an effect-information-switching means for switching effect information, which is used for the effect means to present the effect, from first effect information to second effect information, which is separate from the first effect information, on the condition that the winning-combination-determination-information-switching means switches the winning-combination-determination information from the first winning-combination-determination information to the second winning-combination-determination information; and an effect-control means for controlling the effect means based on the effect information, which is switched by the effect-information-switching means, wherein the first winning-combination-determination information includes: information of a first numerical range, which corresponds to the first winning combination; and information of a second numerical range, which corresponds to the second winning combination and contains the whole or a part of the first numerical range.
 2. The gaming machine of claim 1, further comprising: a number-of-games-counting means for counting the number of unit games, on the condition that the winning-combination-determination-information-switching means switches the winning-combination-determination information from the first winning-combination-determination information to the second winning-combination-determination information, wherein the winning-combination-determination-information-switching means switches the winning-combination-determination information from the second winning-combination-determination information to the first winning-combination-determination information, on the condition that the counted value of the number-of-games-counting means is a predetermined counted value, and wherein the effect-information-switching means switches the effect information from the second effect information to the first effect information, on the condition that the winning-combination-determination-information-switching means switches the winning-combination-determination information from the second winning-combination-determination information to the first winning-combination-determination information.
 3. The gaming machine of claim 2, further comprising: a carryover means for, on the condition that the winning-combination-determination means determines the first winning combination as the winning combination, carrying over the first winning combination as the winning combination until the symbol composition corresponding to the first winning combination is displayed by the symbol-display means, wherein the winning-combination-determination-information-switching means switches the winning-combination-determination information from the second winning-combination-determination information to the first winning-combination-determination information, on the condition that the counted value of the number-of-games-counting means is the predetermined counted value, and that the carryover means does not carry over the first winning combination as the winning combination.
 4. The gaming machine of claim 1, further comprising: a gaming-value-information-storage means for storing gaming-value information; and an automatic-storage means for storing specific gaming-value information in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines a third winning combination as the winning combination, and that a symbol composition corresponding to the third winning combination is displayed by the symbol-display means, wherein the symbol-display means displays the symbols in the plurality of columns, on the condition that the start-operation-detection means detects the start operation, and that the gaming-value information is stored in the gaming-value-information-storage means, wherein the first winning-combination-determination information includes information of a third numerical range, which corresponds to the third winning combination, and wherein the second winning-combination-determination information includes information of a fourth numerical range, which corresponds to the third winning combination and is configured to have a numerical range bigger than the third numerical range.
 5. The gaming machine of claim 2, further comprising: a gaming-value-information-storage means for storing gaming-value information; and an automatic-storage means for storing specific gaming-value information in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines a third winning combination as the winning combination, and that a symbol composition corresponding to the third winning combination is displayed by the symbol-display means, wherein the symbol-display means displays the symbols in the plurality of columns, on the condition that the start-operation-detection means detects the start operation, and that the gaming-value information is stored in the gaming-value-information-storage means, wherein the first winning-combination-determination information includes information of a third numerical range, which corresponds to the third winning combination, and wherein the second winning-combination-determination information includes information of a fourth numerical range, which corresponds to the third winning combination and is configured to have a numerical range bigger than the third numerical range.
 6. The gaming machine of claim 3, further comprising: a gaming-value-information-storage means for storing gaming-value information; and an automatic-storage means for storing specific gaming-value information in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines a third winning combination as the winning combination, and that a symbol composition corresponding to the third winning combination is displayed by the symbol-display means, wherein the symbol-display means displays the symbols in the plurality of columns, on the condition that the start-operation-detection means detects the start operation, and that the gaming-value information is stored in the gaming-value-information-storage means, wherein the first winning-combination-determination information includes information of a third numerical range, which corresponds to the third winning combination, and wherein the second winning-combination-determination information includes information of a fourth numerical range, which corresponds to the third winning combination and is configured to have a numerical range bigger than the third numerical range.
 7. The gaming machine of claim 4, wherein the automatic-storage means stores a predetermined gaming-value information in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines the second winning combination as the winning combination, and that the symbol composition corresponding to the second winning combination is displayed by the symbol-display means.
 8. The gaming machine of claim 5, wherein the automatic-storage means stores a predetermined gaming-value information in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines the second winning combination as the winning combination, and that the symbol composition corresponding to the second winning combination is displayed by the symbol-display means.
 9. The gaming machine of claim 6, wherein the automatic-storage means stores a predetermined gaming-value information in the gaming-value-information-storage means, on the condition that the winning-combination-determination means determines the second winning combination as the winning combination, and that the symbol composition corresponding to the second winning combination is displayed by the symbol-display means.
 10. The gaming machine of claim 4, further comprising: a time-measurement means for measuring time elapsed from the detection of the start operation, on the condition that the start-operation-detection means detects the start operation, wherein the stop-control means includes: in case the winning-combination-determination means determines the third winning combination and the first winning combination as the winning combination, a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a first stop-control for stopping symbols consisting the symbol composition corresponding to the third winning combination in symbol-stop positions prescribed for the respective columns of the symbol-display means; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a second stop-control for stopping symbols consisting the symbol composition corresponding to the first winning combination in the symbol stop-positions, on the condition that it is impossible to choose the first stop-control and to stop the symbols consisting the symbol composition corresponding to the third winning combination in the symbol stop-positions; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a third stop-control for stopping symbols consisting a symbol composition, which is separate from the symbol compositions corresponding to the winning combination determined by the winning-combination-determination means, in the symbol stop-positions, on the condition that the stop-operation-detection means has not detected the stop operation when the time-measurement means measures a predetermined amount of time, wherein the gaming machine further comprises: a gaming-value-counting means for counting the quantity of the gaming value stored in the gaming-value-information-storage means; and a numerical-range-information-switching means for switching information of a numerical range, which is included in the second winning-combination-determination information and corresponds to the third winning combination, based on the counted value of the gaming-value-counting means, wherein the second winning-combination-determination information includes information of a fifth numerical range, which corresponds to the third winning combination and is configured to have a numerical range smaller than the fourth numerical range, wherein the numerical-range-information-switching means includes: a means for switching information of the numerical range corresponding to the third winning combination to be information of the fourth numerical range, on the condition that the counted value of the gaming-value-counting means is a first counted value; and a means for switching information of the numerical range corresponding to the third winning combination to be information of the fifth numerical range, on the condition that the counted value of the gaming-value-counting means is a second counted value.
 11. The gaming machine of claim 5, further comprising: a time-measurement means for measuring time elapsed from the detection of the start operation, on the condition that the start-operation-detection means detects the start operation, wherein the stop-control means includes: in case the winning-combination-determination means determines the third winning combination and the first winning combination as the winning combination, a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a first stop-control for stopping symbols consisting the symbol composition corresponding to the third winning combination in symbol-stop positions prescribed for the respective columns of the symbol-display means; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a second stop-control for stopping symbols consisting the symbol composition corresponding to the first winning combination in the symbol stop-positions, on the condition that it is impossible to choose the first stop-control and to stop the symbols consisting the symbol composition corresponding to the third winning combination in the symbol stop-positions; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a third stop-control for stopping symbols consisting a symbol composition, which is separate from the symbol compositions corresponding to the winning combination determined by the winning-combination-determination means, in the symbol stop-positions, on the condition that the stop-operation-detection means has not detected the stop operation when the time-measurement means measures a predetermined amount of time, wherein the gaming machine further comprises: a gaming-value-counting means for counting the quantity of the gaming value stored in the gaming-value-information-storage means; and a numerical-range-information-switching means for switching information of a numerical range, which is included in the second winning-combination-determination information and corresponds to the third winning combination, based on the counted value of the gaming-value-counting means, wherein the second winning-combination-determination information includes information of a fifth numerical range, which corresponds to the third winning combination and is configured to have a numerical range smaller than the fourth numerical range, wherein the numerical-range-information-switching means includes: a means for switching information of the numerical range corresponding to the third winning combination to be information of the fourth numerical range, on the condition that the counted value of the gaming-value-counting means is a first counted value; and a means for switching information of the numerical range corresponding to the third winning combination to be information of the fifth numerical range, on the condition that the counted value of the gaming-value-counting means is a second counted value.
 12. The gaming machine of claim 6, further comprising: a time-measurement means for measuring time elapsed from the detection of the start operation, on the condition that the start-operation-detection means detects the start operation, wherein the stop-control means includes: in case the winning-combination-determination means determines the third winning combination and the first winning combination as the winning combination, a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a first stop-control for stopping symbols consisting the symbol composition corresponding to the third winning combination in symbol-stop positions prescribed for the respective columns of the symbol-display means; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a second stop-control for stopping symbols consisting the symbol composition corresponding to the first winning combination in the symbol stop-positions, on the condition that it is impossible to choose the first stop-control and to stop the symbols consisting the symbol composition corresponding to the third winning combination in the symbol stop-positions; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a third stop-control for stopping symbols consisting a symbol composition, which is separate from the symbol compositions corresponding to the winning combination determined by the winning-combination-determination means, in the symbol stop-positions, on the condition that the stop-operation-detection means has not detected the stop operation when the time-measurement means measures a predetermined amount of time, wherein the gaming machine further comprises: a gaming-value-counting means for counting the quantity of the gaming value stored in the gaming-value-information-storage means; and a numerical-range-information-switching means for switching information of a numerical range, which is included in the second winning-combination-determination information and corresponds to the third winning combination, based on the counted value of the gaming-value-counting means, wherein the second winning-combination-determination information includes information of a fifth numerical range, which corresponds to the third winning combination and is configured to have a numerical range smaller than the fourth numerical range, wherein the numerical-range-information-switching means includes: a means for switching information of the numerical range corresponding to the third winning combination to be information of the fourth numerical range, on the condition that the counted value of the gaming-value-counting means is a first counted value; and a means for switching information of the numerical range corresponding to the third winning combination to be information of the fifth numerical range, on the condition that the counted value of the gaming-value-counting means is a second counted value.
 13. The gaming machine of claim 7, further comprising: a time-measurement means for measuring time elapsed from the detection of the start operation, on the condition that the start-operation-detection means detects the start operation, wherein the stop-control means includes: in case the winning-combination-determination means determines the third winning combination and the first winning combination as the winning combination, a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a first stop-control for stopping symbols consisting the symbol composition corresponding to the third winning combination in symbol-stop positions prescribed for the respective columns of the symbol-display means; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a second stop-control for stopping symbols consisting the symbol composition corresponding to the first winning combination in the symbol stop-positions, on the condition that it is impossible to choose the first stop-control and to stop the symbols consisting the symbol composition corresponding to the third winning combination in the symbol stop-positions; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a third stop-control for stopping symbols consisting a symbol composition, which is separate from the symbol compositions corresponding to the winning combination determined by the winning-combination-determination means, in the symbol stop-positions, on the condition that the stop-operation-detection means has not detected the stop operation when the time-measurement means measures a predetermined amount of time, wherein the gaming machine further comprises: a gaming-value-counting means for counting the quantity of the gaming value stored in the gaming-value-information-storage means; and a numerical-range-information-switching means for switching information of a numerical range, which is included in the second winning-combination-determination information and corresponds to the third winning combination, based on the counted value of the gaming-value-counting means, wherein the second winning-combination-determination information includes information of a fifth numerical range, which corresponds to the third winning combination and is configured to have a numerical range smaller than the fourth numerical range, wherein the numerical-range-information-switching means includes: a means for switching information of the numerical range corresponding to the third winning combination to be information of the fourth numerical range, on the condition that the counted value of the gaming-value-counting means is a first counted value; and a means for switching information of the numerical range corresponding to the third winning combination to be information of the fifth numerical range, on the condition that the counted value of the gaming-value-counting means is a second counted value.
 14. The gaming machine of claim 8, further comprising: a time-measurement means for measuring time elapsed from the detection of the start operation, on the condition that the start-operation-detection means detects the start operation, wherein the stop-control means includes: in case the winning-combination-determination means determines the third winning combination and the first winning combination as the winning combination, a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a first stop-control for stopping symbols consisting the symbol composition corresponding to the third winning combination in symbol-stop positions prescribed for the respective columns of the symbol-display means; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a second stop-control for stopping symbols consisting the symbol composition corresponding to the first winning combination in the symbol stop-positions, on the condition that it is impossible to choose the first stop-control and to stop the symbols consisting the symbol composition corresponding to the third winning combination in the symbol stop-positions; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a third stop-control for stopping symbols consisting a symbol composition, which is separate from the symbol compositions corresponding to the winning combination determined by the winning-combination-determination means, in the symbol stop-positions, on the condition that the stop-operation-detection means has not detected the stop operation when the time-measurement means measures a predetermined amount of time, wherein the gaming machine further comprises: a gaming-value-counting means for counting the quantity of the gaming value stored in the gaming-value-information-storage means; and a numerical-range-information-switching means for switching information of a numerical range, which is included in the second winning-combination-determination information and corresponds to the third winning combination, based on the counted value of the gaming-value-counting means, wherein the second winning-combination-determination information includes information of a fifth numerical range, which corresponds to the third winning combination and is configured to have a numerical range smaller than the fourth numerical range, wherein the numerical-range-information-switching means includes: a means for switching information of the numerical range corresponding to the third winning combination to be information of the fourth numerical range, on the condition that the counted value of the gaming-value-counting means is a first counted value; and a means for switching information of the numerical range corresponding to the third winning combination to be information of the fifth numerical range, on the condition that the counted value of the gaming-value-counting means is a second counted value.
 15. The gaming machine of claim 9, further comprising: a time-measurement means for measuring time elapsed from the detection of the start operation, on the condition that the start-operation-detection means detects the start operation, wherein the stop-control means includes: in case the winning-combination-determination means determines the third winning combination and the first winning combination as the winning combination, a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a first stop-control for stopping symbols consisting the symbol composition corresponding to the third winning combination in symbol-stop positions prescribed for the respective columns of the symbol-display means; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a second stop-control for stopping symbols consisting the symbol composition corresponding to the first winning combination in the symbol stop-positions, on the condition that it is impossible to choose the first stop-control and to stop the symbols consisting the symbol composition corresponding to the third winning combination in the symbol stop-positions; a means for stopping the variable display of the symbols performed by the symbol-variation means in accordance with a third stop-control for stopping symbols consisting a symbol composition, which is separate from the symbol compositions corresponding to the winning combination determined by the winning-combination-determination means, in the symbol stop-positions, on the condition that the stop-operation-detection means has not detected the stop operation when the time-measurement means measures a predetermined amount of time, wherein the gaming machine further comprises: a gaming-value-counting means for counting the quantity of the gaming value stored in the gaming-value-information-storage means; and a numerical-range-information-switching means for switching information of a numerical range, which is included in the second winning-combination-determination information and corresponds to the third winning combination, based on the counted value of the gaming-value-counting means, wherein the second winning-combination-determination information includes information of a fifth numerical range, which corresponds to the third winning combination and is configured to have a numerical range smaller than the fourth numerical range, wherein the numerical-range-information-switching means includes: a means for switching information of the numerical range corresponding to the third winning combination to be information of the fourth numerical range, on the condition that the counted value of the gaming-value-counting means is a first counted value; and a means for switching information of the numerical range corresponding to the third winning combination to be information of the fifth numerical range, on the condition that the counted value of the gaming-value-counting means is a second counted value. 